babylon.module.d.ts 5.3 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @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. /** Gets or sets current position (in local space) */
  13660. position: Vector3;
  13661. /** Gets or sets current rotation (in local space) */
  13662. rotation: Vector3;
  13663. /** Gets or sets current rotation quaternion (in local space) */
  13664. rotationQuaternion: Quaternion;
  13665. /** Gets or sets current scaling (in local space) */
  13666. scaling: Vector3;
  13667. /**
  13668. * Gets the animation properties override
  13669. */
  13670. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13671. private _decompose;
  13672. private _compose;
  13673. /**
  13674. * Update the base and local matrices
  13675. * @param matrix defines the new base or local matrix
  13676. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13677. * @param updateLocalMatrix defines if the local matrix should be updated
  13678. */
  13679. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13680. /** @hidden */
  13681. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13682. /**
  13683. * Flag the bone as dirty (Forcing it to update everything)
  13684. */
  13685. markAsDirty(): void;
  13686. /** @hidden */
  13687. _markAsDirtyAndCompose(): void;
  13688. private _markAsDirtyAndDecompose;
  13689. /**
  13690. * Translate the bone in local or world space
  13691. * @param vec The amount to translate the bone
  13692. * @param space The space that the translation is in
  13693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13694. */
  13695. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13696. /**
  13697. * Set the postion of the bone in local or world space
  13698. * @param position The position to set the bone
  13699. * @param space The space that the position is in
  13700. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13701. */
  13702. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13703. /**
  13704. * Set the absolute position of the bone (world space)
  13705. * @param position The position to set the bone
  13706. * @param mesh The mesh that this bone is attached to
  13707. */
  13708. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13709. /**
  13710. * Scale the bone on the x, y and z axes (in local space)
  13711. * @param x The amount to scale the bone on the x axis
  13712. * @param y The amount to scale the bone on the y axis
  13713. * @param z The amount to scale the bone on the z axis
  13714. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13715. */
  13716. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13717. /**
  13718. * Set the bone scaling in local space
  13719. * @param scale defines the scaling vector
  13720. */
  13721. setScale(scale: Vector3): void;
  13722. /**
  13723. * Gets the current scaling in local space
  13724. * @returns the current scaling vector
  13725. */
  13726. getScale(): Vector3;
  13727. /**
  13728. * Gets the current scaling in local space and stores it in a target vector
  13729. * @param result defines the target vector
  13730. */
  13731. getScaleToRef(result: Vector3): void;
  13732. /**
  13733. * Set the yaw, pitch, and roll of the bone in local or world space
  13734. * @param yaw The rotation of the bone on the y axis
  13735. * @param pitch The rotation of the bone on the x axis
  13736. * @param roll The rotation of the bone on the z axis
  13737. * @param space The space that the axes of rotation are in
  13738. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13739. */
  13740. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13741. /**
  13742. * Add a rotation to the bone on an axis in local or world space
  13743. * @param axis The axis to rotate the bone on
  13744. * @param amount The amount to rotate the bone
  13745. * @param space The space that the axis is in
  13746. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13747. */
  13748. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13749. /**
  13750. * Set the rotation of the bone to a particular axis angle in local or world space
  13751. * @param axis The axis to rotate the bone on
  13752. * @param angle The angle that the bone should be rotated to
  13753. * @param space The space that the axis is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the euler rotation of the bone in local of world space
  13759. * @param rotation The euler rotation that the bone should be set to
  13760. * @param space The space that the rotation is in
  13761. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13762. */
  13763. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13764. /**
  13765. * Set the quaternion rotation of the bone in local of world space
  13766. * @param quat The quaternion rotation that the bone should be set to
  13767. * @param space The space that the rotation is in
  13768. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13769. */
  13770. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13771. /**
  13772. * Set the rotation matrix of the bone in local of world space
  13773. * @param rotMat The rotation matrix that the bone should be set to
  13774. * @param space The space that the rotation is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13778. private _rotateWithMatrix;
  13779. private _getNegativeRotationToRef;
  13780. /**
  13781. * Get the position of the bone in local or world space
  13782. * @param space The space that the returned position is in
  13783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13784. * @returns The position of the bone
  13785. */
  13786. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13787. /**
  13788. * Copy the position of the bone to a vector3 in local or world space
  13789. * @param space The space that the returned position is in
  13790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13791. * @param result The vector3 to copy the position to
  13792. */
  13793. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13794. /**
  13795. * Get the absolute position of the bone (world space)
  13796. * @param mesh The mesh that this bone is attached to
  13797. * @returns The absolute position of the bone
  13798. */
  13799. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13800. /**
  13801. * Copy the absolute position of the bone (world space) to the result param
  13802. * @param mesh The mesh that this bone is attached to
  13803. * @param result The vector3 to copy the absolute position to
  13804. */
  13805. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13806. /**
  13807. * Compute the absolute transforms of this bone and its children
  13808. */
  13809. computeAbsoluteTransforms(): void;
  13810. /**
  13811. * Get the world direction from an axis that is in the local space of the bone
  13812. * @param localAxis The local direction that is used to compute the world direction
  13813. * @param mesh The mesh that this bone is attached to
  13814. * @returns The world direction
  13815. */
  13816. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13817. /**
  13818. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13819. * @param localAxis The local direction that is used to compute the world direction
  13820. * @param mesh The mesh that this bone is attached to
  13821. * @param result The vector3 that the world direction will be copied to
  13822. */
  13823. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13824. /**
  13825. * Get the euler rotation of the bone in local or world space
  13826. * @param space The space that the rotation should be in
  13827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13828. * @returns The euler rotation
  13829. */
  13830. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13831. /**
  13832. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13833. * @param space The space that the rotation should be in
  13834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13835. * @param result The vector3 that the rotation should be copied to
  13836. */
  13837. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13838. /**
  13839. * Get the quaternion rotation of the bone in either local or world space
  13840. * @param space The space that the rotation should be in
  13841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13842. * @returns The quaternion rotation
  13843. */
  13844. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13845. /**
  13846. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @param result The quaternion that the rotation should be copied to
  13850. */
  13851. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13852. /**
  13853. * Get the rotation matrix of the bone in local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @returns The rotation matrix
  13857. */
  13858. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13859. /**
  13860. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @param result The quaternion that the rotation should be copied to
  13864. */
  13865. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13866. /**
  13867. * Get the world position of a point that is in the local space of the bone
  13868. * @param position The local position
  13869. * @param mesh The mesh that this bone is attached to
  13870. * @returns The world position
  13871. */
  13872. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13873. /**
  13874. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13875. * @param position The local position
  13876. * @param mesh The mesh that this bone is attached to
  13877. * @param result The vector3 that the world position should be copied to
  13878. */
  13879. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13880. /**
  13881. * Get the local position of a point that is in world space
  13882. * @param position The world position
  13883. * @param mesh The mesh that this bone is attached to
  13884. * @returns The local position
  13885. */
  13886. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13887. /**
  13888. * Get the local position of a point that is in world space and copy it to the result param
  13889. * @param position The world position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @param result The vector3 that the local position should be copied to
  13892. */
  13893. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13894. }
  13895. }
  13896. declare module "babylonjs/Meshes/transformNode" {
  13897. import { DeepImmutable } from "babylonjs/types";
  13898. import { Observable } from "babylonjs/Misc/observable";
  13899. import { Nullable } from "babylonjs/types";
  13900. import { Camera } from "babylonjs/Cameras/camera";
  13901. import { Scene } from "babylonjs/scene";
  13902. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13903. import { Node } from "babylonjs/node";
  13904. import { Bone } from "babylonjs/Bones/bone";
  13905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13906. import { Space } from "babylonjs/Maths/math.axis";
  13907. /**
  13908. * 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.
  13909. * @see https://doc.babylonjs.com/how_to/transformnode
  13910. */
  13911. export class TransformNode extends Node {
  13912. /**
  13913. * Object will not rotate to face the camera
  13914. */
  13915. static BILLBOARDMODE_NONE: number;
  13916. /**
  13917. * Object will rotate to face the camera but only on the x axis
  13918. */
  13919. static BILLBOARDMODE_X: number;
  13920. /**
  13921. * Object will rotate to face the camera but only on the y axis
  13922. */
  13923. static BILLBOARDMODE_Y: number;
  13924. /**
  13925. * Object will rotate to face the camera but only on the z axis
  13926. */
  13927. static BILLBOARDMODE_Z: number;
  13928. /**
  13929. * Object will rotate to face the camera
  13930. */
  13931. static BILLBOARDMODE_ALL: number;
  13932. private _forward;
  13933. private _forwardInverted;
  13934. private _up;
  13935. private _right;
  13936. private _rightInverted;
  13937. private _position;
  13938. private _rotation;
  13939. private _rotationQuaternion;
  13940. protected _scaling: Vector3;
  13941. protected _isDirty: boolean;
  13942. private _transformToBoneReferal;
  13943. private _billboardMode;
  13944. /**
  13945. * Gets or sets the billboard mode. Default is 0.
  13946. *
  13947. * | Value | Type | Description |
  13948. * | --- | --- | --- |
  13949. * | 0 | BILLBOARDMODE_NONE | |
  13950. * | 1 | BILLBOARDMODE_X | |
  13951. * | 2 | BILLBOARDMODE_Y | |
  13952. * | 4 | BILLBOARDMODE_Z | |
  13953. * | 7 | BILLBOARDMODE_ALL | |
  13954. *
  13955. */
  13956. billboardMode: number;
  13957. private _preserveParentRotationForBillboard;
  13958. /**
  13959. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13960. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13961. */
  13962. preserveParentRotationForBillboard: boolean;
  13963. /**
  13964. * 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
  13965. */
  13966. scalingDeterminant: number;
  13967. private _infiniteDistance;
  13968. /**
  13969. * Gets or sets the distance of the object to max, often used by skybox
  13970. */
  13971. infiniteDistance: boolean;
  13972. /**
  13973. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13974. * By default the system will update normals to compensate
  13975. */
  13976. ignoreNonUniformScaling: boolean;
  13977. /**
  13978. * 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
  13979. */
  13980. reIntegrateRotationIntoRotationQuaternion: boolean;
  13981. /** @hidden */
  13982. _poseMatrix: Nullable<Matrix>;
  13983. /** @hidden */
  13984. _localMatrix: Matrix;
  13985. private _usePivotMatrix;
  13986. private _absolutePosition;
  13987. private _pivotMatrix;
  13988. private _pivotMatrixInverse;
  13989. protected _postMultiplyPivotMatrix: boolean;
  13990. protected _isWorldMatrixFrozen: boolean;
  13991. /** @hidden */
  13992. _indexInSceneTransformNodesArray: number;
  13993. /**
  13994. * An event triggered after the world matrix is updated
  13995. */
  13996. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  13997. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  13998. /**
  13999. * Gets a string identifying the name of the class
  14000. * @returns "TransformNode" string
  14001. */
  14002. getClassName(): string;
  14003. /**
  14004. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14005. */
  14006. position: Vector3;
  14007. /**
  14008. * 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)).
  14009. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14010. */
  14011. rotation: Vector3;
  14012. /**
  14013. * 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)).
  14014. */
  14015. scaling: Vector3;
  14016. /**
  14017. * 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).
  14018. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14019. */
  14020. rotationQuaternion: Nullable<Quaternion>;
  14021. /**
  14022. * The forward direction of that transform in world space.
  14023. */
  14024. readonly forward: Vector3;
  14025. /**
  14026. * The up direction of that transform in world space.
  14027. */
  14028. readonly up: Vector3;
  14029. /**
  14030. * The right direction of that transform in world space.
  14031. */
  14032. readonly right: Vector3;
  14033. /**
  14034. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14035. * @param matrix the matrix to copy the pose from
  14036. * @returns this TransformNode.
  14037. */
  14038. updatePoseMatrix(matrix: Matrix): TransformNode;
  14039. /**
  14040. * Returns the mesh Pose matrix.
  14041. * @returns the pose matrix
  14042. */
  14043. getPoseMatrix(): Matrix;
  14044. /** @hidden */
  14045. _isSynchronized(): boolean;
  14046. /** @hidden */
  14047. _initCache(): void;
  14048. /**
  14049. * Flag the transform node as dirty (Forcing it to update everything)
  14050. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14051. * @returns this transform node
  14052. */
  14053. markAsDirty(property: string): TransformNode;
  14054. /**
  14055. * Returns the current mesh absolute position.
  14056. * Returns a Vector3.
  14057. */
  14058. readonly absolutePosition: Vector3;
  14059. /**
  14060. * Sets a new matrix to apply before all other transformation
  14061. * @param matrix defines the transform matrix
  14062. * @returns the current TransformNode
  14063. */
  14064. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14065. /**
  14066. * Sets a new pivot matrix to the current node
  14067. * @param matrix defines the new pivot matrix to use
  14068. * @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
  14069. * @returns the current TransformNode
  14070. */
  14071. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14072. /**
  14073. * Returns the mesh pivot matrix.
  14074. * Default : Identity.
  14075. * @returns the matrix
  14076. */
  14077. getPivotMatrix(): Matrix;
  14078. /**
  14079. * Prevents the World matrix to be computed any longer.
  14080. * @returns the TransformNode.
  14081. */
  14082. freezeWorldMatrix(): TransformNode;
  14083. /**
  14084. * Allows back the World matrix computation.
  14085. * @returns the TransformNode.
  14086. */
  14087. unfreezeWorldMatrix(): this;
  14088. /**
  14089. * True if the World matrix has been frozen.
  14090. */
  14091. readonly isWorldMatrixFrozen: boolean;
  14092. /**
  14093. * Retuns the mesh absolute position in the World.
  14094. * @returns a Vector3.
  14095. */
  14096. getAbsolutePosition(): Vector3;
  14097. /**
  14098. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14099. * @param absolutePosition the absolute position to set
  14100. * @returns the TransformNode.
  14101. */
  14102. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14103. /**
  14104. * Sets the mesh position in its local space.
  14105. * @param vector3 the position to set in localspace
  14106. * @returns the TransformNode.
  14107. */
  14108. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14109. /**
  14110. * Returns the mesh position in the local space from the current World matrix values.
  14111. * @returns a new Vector3.
  14112. */
  14113. getPositionExpressedInLocalSpace(): Vector3;
  14114. /**
  14115. * Translates the mesh along the passed Vector3 in its local space.
  14116. * @param vector3 the distance to translate in localspace
  14117. * @returns the TransformNode.
  14118. */
  14119. locallyTranslate(vector3: Vector3): TransformNode;
  14120. private static _lookAtVectorCache;
  14121. /**
  14122. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14123. * @param targetPoint the position (must be in same space as current mesh) to look at
  14124. * @param yawCor optional yaw (y-axis) correction in radians
  14125. * @param pitchCor optional pitch (x-axis) correction in radians
  14126. * @param rollCor optional roll (z-axis) correction in radians
  14127. * @param space the choosen space of the target
  14128. * @returns the TransformNode.
  14129. */
  14130. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14131. /**
  14132. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14133. * This Vector3 is expressed in the World space.
  14134. * @param localAxis axis to rotate
  14135. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14136. */
  14137. getDirection(localAxis: Vector3): Vector3;
  14138. /**
  14139. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14140. * localAxis is expressed in the mesh local space.
  14141. * result is computed in the Wordl space from the mesh World matrix.
  14142. * @param localAxis axis to rotate
  14143. * @param result the resulting transformnode
  14144. * @returns this TransformNode.
  14145. */
  14146. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14147. /**
  14148. * Sets this transform node rotation to the given local axis.
  14149. * @param localAxis the axis in local space
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @returns this TransformNode
  14154. */
  14155. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14156. /**
  14157. * Sets a new pivot point to the current node
  14158. * @param point defines the new pivot point to use
  14159. * @param space defines if the point is in world or local space (local by default)
  14160. * @returns the current TransformNode
  14161. */
  14162. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14163. /**
  14164. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14165. * @returns the pivot point
  14166. */
  14167. getPivotPoint(): Vector3;
  14168. /**
  14169. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14170. * @param result the vector3 to store the result
  14171. * @returns this TransformNode.
  14172. */
  14173. getPivotPointToRef(result: Vector3): TransformNode;
  14174. /**
  14175. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14176. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14177. */
  14178. getAbsolutePivotPoint(): Vector3;
  14179. /**
  14180. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14181. * @param result vector3 to store the result
  14182. * @returns this TransformNode.
  14183. */
  14184. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14185. /**
  14186. * Defines the passed node as the parent of the current node.
  14187. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14188. * @see https://doc.babylonjs.com/how_to/parenting
  14189. * @param node the node ot set as the parent
  14190. * @returns this TransformNode.
  14191. */
  14192. setParent(node: Nullable<Node>): TransformNode;
  14193. private _nonUniformScaling;
  14194. /**
  14195. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14196. */
  14197. readonly nonUniformScaling: boolean;
  14198. /** @hidden */
  14199. _updateNonUniformScalingState(value: boolean): boolean;
  14200. /**
  14201. * Attach the current TransformNode to another TransformNode associated with a bone
  14202. * @param bone Bone affecting the TransformNode
  14203. * @param affectedTransformNode TransformNode associated with the bone
  14204. * @returns this object
  14205. */
  14206. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14207. /**
  14208. * Detach the transform node if its associated with a bone
  14209. * @returns this object
  14210. */
  14211. detachFromBone(): TransformNode;
  14212. private static _rotationAxisCache;
  14213. /**
  14214. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14215. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14216. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14217. * The passed axis is also normalized.
  14218. * @param axis the axis to rotate around
  14219. * @param amount the amount to rotate in radians
  14220. * @param space Space to rotate in (Default: local)
  14221. * @returns the TransformNode.
  14222. */
  14223. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14224. /**
  14225. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14226. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14227. * The passed axis is also normalized. .
  14228. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14229. * @param point the point to rotate around
  14230. * @param axis the axis to rotate around
  14231. * @param amount the amount to rotate in radians
  14232. * @returns the TransformNode
  14233. */
  14234. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14235. /**
  14236. * Translates the mesh along the axis vector for the passed distance in the given space.
  14237. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14238. * @param axis the axis to translate in
  14239. * @param distance the distance to translate
  14240. * @param space Space to rotate in (Default: local)
  14241. * @returns the TransformNode.
  14242. */
  14243. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14244. /**
  14245. * Adds a rotation step to the mesh current rotation.
  14246. * x, y, z are Euler angles expressed in radians.
  14247. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14248. * This means this rotation is made in the mesh local space only.
  14249. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14250. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14251. * ```javascript
  14252. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14253. * ```
  14254. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14255. * 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.
  14256. * @param x Rotation to add
  14257. * @param y Rotation to add
  14258. * @param z Rotation to add
  14259. * @returns the TransformNode.
  14260. */
  14261. addRotation(x: number, y: number, z: number): TransformNode;
  14262. /**
  14263. * @hidden
  14264. */
  14265. protected _getEffectiveParent(): Nullable<Node>;
  14266. /**
  14267. * Computes the world matrix of the node
  14268. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14269. * @returns the world matrix
  14270. */
  14271. computeWorldMatrix(force?: boolean): Matrix;
  14272. protected _afterComputeWorldMatrix(): void;
  14273. /**
  14274. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14275. * @param func callback function to add
  14276. *
  14277. * @returns the TransformNode.
  14278. */
  14279. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14280. /**
  14281. * Removes a registered callback function.
  14282. * @param func callback function to remove
  14283. * @returns the TransformNode.
  14284. */
  14285. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14286. /**
  14287. * Gets the position of the current mesh in camera space
  14288. * @param camera defines the camera to use
  14289. * @returns a position
  14290. */
  14291. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14292. /**
  14293. * Returns the distance from the mesh to the active camera
  14294. * @param camera defines the camera to use
  14295. * @returns the distance
  14296. */
  14297. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14298. /**
  14299. * Clone the current transform node
  14300. * @param name Name of the new clone
  14301. * @param newParent New parent for the clone
  14302. * @param doNotCloneChildren Do not clone children hierarchy
  14303. * @returns the new transform node
  14304. */
  14305. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14306. /**
  14307. * Serializes the objects information.
  14308. * @param currentSerializationObject defines the object to serialize in
  14309. * @returns the serialized object
  14310. */
  14311. serialize(currentSerializationObject?: any): any;
  14312. /**
  14313. * Returns a new TransformNode object parsed from the source provided.
  14314. * @param parsedTransformNode is the source.
  14315. * @param scene the scne the object belongs to
  14316. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14317. * @returns a new TransformNode object parsed from the source provided.
  14318. */
  14319. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14320. /**
  14321. * Get all child-transformNodes of this node
  14322. * @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
  14323. * @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
  14324. * @returns an array of TransformNode
  14325. */
  14326. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14327. /**
  14328. * Releases resources associated with this transform node.
  14329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14331. */
  14332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14333. /**
  14334. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14335. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14336. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14337. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14338. * @returns the current mesh
  14339. */
  14340. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14341. }
  14342. }
  14343. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14344. import { Observable } from "babylonjs/Misc/observable";
  14345. import { Nullable } from "babylonjs/types";
  14346. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14347. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14349. import { Ray } from "babylonjs/Culling/ray";
  14350. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14351. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14352. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14353. /**
  14354. * Defines the types of pose enabled controllers that are supported
  14355. */
  14356. export enum PoseEnabledControllerType {
  14357. /**
  14358. * HTC Vive
  14359. */
  14360. VIVE = 0,
  14361. /**
  14362. * Oculus Rift
  14363. */
  14364. OCULUS = 1,
  14365. /**
  14366. * Windows mixed reality
  14367. */
  14368. WINDOWS = 2,
  14369. /**
  14370. * Samsung gear VR
  14371. */
  14372. GEAR_VR = 3,
  14373. /**
  14374. * Google Daydream
  14375. */
  14376. DAYDREAM = 4,
  14377. /**
  14378. * Generic
  14379. */
  14380. GENERIC = 5
  14381. }
  14382. /**
  14383. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14384. */
  14385. export interface MutableGamepadButton {
  14386. /**
  14387. * Value of the button/trigger
  14388. */
  14389. value: number;
  14390. /**
  14391. * If the button/trigger is currently touched
  14392. */
  14393. touched: boolean;
  14394. /**
  14395. * If the button/trigger is currently pressed
  14396. */
  14397. pressed: boolean;
  14398. }
  14399. /**
  14400. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14401. * @hidden
  14402. */
  14403. export interface ExtendedGamepadButton extends GamepadButton {
  14404. /**
  14405. * If the button/trigger is currently pressed
  14406. */
  14407. readonly pressed: boolean;
  14408. /**
  14409. * If the button/trigger is currently touched
  14410. */
  14411. readonly touched: boolean;
  14412. /**
  14413. * Value of the button/trigger
  14414. */
  14415. readonly value: number;
  14416. }
  14417. /** @hidden */
  14418. export interface _GamePadFactory {
  14419. /**
  14420. * Returns wether or not the current gamepad can be created for this type of controller.
  14421. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14422. * @returns true if it can be created, otherwise false
  14423. */
  14424. canCreate(gamepadInfo: any): boolean;
  14425. /**
  14426. * Creates a new instance of the Gamepad.
  14427. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14428. * @returns the new gamepad instance
  14429. */
  14430. create(gamepadInfo: any): Gamepad;
  14431. }
  14432. /**
  14433. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14434. */
  14435. export class PoseEnabledControllerHelper {
  14436. /** @hidden */
  14437. static _ControllerFactories: _GamePadFactory[];
  14438. /** @hidden */
  14439. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14440. /**
  14441. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14442. * @param vrGamepad the gamepad to initialized
  14443. * @returns a vr controller of the type the gamepad identified as
  14444. */
  14445. static InitiateController(vrGamepad: any): Gamepad;
  14446. }
  14447. /**
  14448. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14449. */
  14450. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14451. /**
  14452. * If the controller is used in a webXR session
  14453. */
  14454. isXR: boolean;
  14455. private _deviceRoomPosition;
  14456. private _deviceRoomRotationQuaternion;
  14457. /**
  14458. * The device position in babylon space
  14459. */
  14460. devicePosition: Vector3;
  14461. /**
  14462. * The device rotation in babylon space
  14463. */
  14464. deviceRotationQuaternion: Quaternion;
  14465. /**
  14466. * The scale factor of the device in babylon space
  14467. */
  14468. deviceScaleFactor: number;
  14469. /**
  14470. * (Likely devicePosition should be used instead) The device position in its room space
  14471. */
  14472. position: Vector3;
  14473. /**
  14474. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14475. */
  14476. rotationQuaternion: Quaternion;
  14477. /**
  14478. * The type of controller (Eg. Windows mixed reality)
  14479. */
  14480. controllerType: PoseEnabledControllerType;
  14481. protected _calculatedPosition: Vector3;
  14482. private _calculatedRotation;
  14483. /**
  14484. * The raw pose from the device
  14485. */
  14486. rawPose: DevicePose;
  14487. private _trackPosition;
  14488. private _maxRotationDistFromHeadset;
  14489. private _draggedRoomRotation;
  14490. /**
  14491. * @hidden
  14492. */
  14493. _disableTrackPosition(fixedPosition: Vector3): void;
  14494. /**
  14495. * Internal, the mesh attached to the controller
  14496. * @hidden
  14497. */
  14498. _mesh: Nullable<AbstractMesh>;
  14499. private _poseControlledCamera;
  14500. private _leftHandSystemQuaternion;
  14501. /**
  14502. * Internal, matrix used to convert room space to babylon space
  14503. * @hidden
  14504. */
  14505. _deviceToWorld: Matrix;
  14506. /**
  14507. * Node to be used when casting a ray from the controller
  14508. * @hidden
  14509. */
  14510. _pointingPoseNode: Nullable<TransformNode>;
  14511. /**
  14512. * Name of the child mesh that can be used to cast a ray from the controller
  14513. */
  14514. static readonly POINTING_POSE: string;
  14515. /**
  14516. * Creates a new PoseEnabledController from a gamepad
  14517. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14518. */
  14519. constructor(browserGamepad: any);
  14520. private _workingMatrix;
  14521. /**
  14522. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14523. */
  14524. update(): void;
  14525. /**
  14526. * Updates only the pose device and mesh without doing any button event checking
  14527. */
  14528. protected _updatePoseAndMesh(): void;
  14529. /**
  14530. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14531. * @param poseData raw pose fromthe device
  14532. */
  14533. updateFromDevice(poseData: DevicePose): void;
  14534. /**
  14535. * @hidden
  14536. */
  14537. _meshAttachedObservable: Observable<AbstractMesh>;
  14538. /**
  14539. * Attaches a mesh to the controller
  14540. * @param mesh the mesh to be attached
  14541. */
  14542. attachToMesh(mesh: AbstractMesh): void;
  14543. /**
  14544. * Attaches the controllers mesh to a camera
  14545. * @param camera the camera the mesh should be attached to
  14546. */
  14547. attachToPoseControlledCamera(camera: TargetCamera): void;
  14548. /**
  14549. * Disposes of the controller
  14550. */
  14551. dispose(): void;
  14552. /**
  14553. * The mesh that is attached to the controller
  14554. */
  14555. readonly mesh: Nullable<AbstractMesh>;
  14556. /**
  14557. * Gets the ray of the controller in the direction the controller is pointing
  14558. * @param length the length the resulting ray should be
  14559. * @returns a ray in the direction the controller is pointing
  14560. */
  14561. getForwardRay(length?: number): Ray;
  14562. }
  14563. }
  14564. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14565. import { Observable } from "babylonjs/Misc/observable";
  14566. import { Scene } from "babylonjs/scene";
  14567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14568. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14569. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14570. /**
  14571. * Defines the WebVRController object that represents controllers tracked in 3D space
  14572. */
  14573. export abstract class WebVRController extends PoseEnabledController {
  14574. /**
  14575. * Internal, the default controller model for the controller
  14576. */
  14577. protected _defaultModel: AbstractMesh;
  14578. /**
  14579. * Fired when the trigger state has changed
  14580. */
  14581. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14582. /**
  14583. * Fired when the main button state has changed
  14584. */
  14585. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14586. /**
  14587. * Fired when the secondary button state has changed
  14588. */
  14589. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14590. /**
  14591. * Fired when the pad state has changed
  14592. */
  14593. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14594. /**
  14595. * Fired when controllers stick values have changed
  14596. */
  14597. onPadValuesChangedObservable: Observable<StickValues>;
  14598. /**
  14599. * Array of button availible on the controller
  14600. */
  14601. protected _buttons: Array<MutableGamepadButton>;
  14602. private _onButtonStateChange;
  14603. /**
  14604. * Fired when a controller button's state has changed
  14605. * @param callback the callback containing the button that was modified
  14606. */
  14607. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14608. /**
  14609. * X and Y axis corresponding to the controllers joystick
  14610. */
  14611. pad: StickValues;
  14612. /**
  14613. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14614. */
  14615. hand: string;
  14616. /**
  14617. * The default controller model for the controller
  14618. */
  14619. readonly defaultModel: AbstractMesh;
  14620. /**
  14621. * Creates a new WebVRController from a gamepad
  14622. * @param vrGamepad the gamepad that the WebVRController should be created from
  14623. */
  14624. constructor(vrGamepad: any);
  14625. /**
  14626. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14627. */
  14628. update(): void;
  14629. /**
  14630. * Function to be called when a button is modified
  14631. */
  14632. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14633. /**
  14634. * Loads a mesh and attaches it to the controller
  14635. * @param scene the scene the mesh should be added to
  14636. * @param meshLoaded callback for when the mesh has been loaded
  14637. */
  14638. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14639. private _setButtonValue;
  14640. private _changes;
  14641. private _checkChanges;
  14642. /**
  14643. * Disposes of th webVRCOntroller
  14644. */
  14645. dispose(): void;
  14646. }
  14647. }
  14648. declare module "babylonjs/Lights/hemisphericLight" {
  14649. import { Nullable } from "babylonjs/types";
  14650. import { Scene } from "babylonjs/scene";
  14651. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14652. import { Color3 } from "babylonjs/Maths/math.color";
  14653. import { Effect } from "babylonjs/Materials/effect";
  14654. import { Light } from "babylonjs/Lights/light";
  14655. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14656. /**
  14657. * The HemisphericLight simulates the ambient environment light,
  14658. * so the passed direction is the light reflection direction, not the incoming direction.
  14659. */
  14660. export class HemisphericLight extends Light {
  14661. /**
  14662. * The groundColor is the light in the opposite direction to the one specified during creation.
  14663. * 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.
  14664. */
  14665. groundColor: Color3;
  14666. /**
  14667. * The light reflection direction, not the incoming direction.
  14668. */
  14669. direction: Vector3;
  14670. /**
  14671. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14672. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14673. * The HemisphericLight can't cast shadows.
  14674. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14675. * @param name The friendly name of the light
  14676. * @param direction The direction of the light reflection
  14677. * @param scene The scene the light belongs to
  14678. */
  14679. constructor(name: string, direction: Vector3, scene: Scene);
  14680. protected _buildUniformLayout(): void;
  14681. /**
  14682. * Returns the string "HemisphericLight".
  14683. * @return The class name
  14684. */
  14685. getClassName(): string;
  14686. /**
  14687. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14688. * Returns the updated direction.
  14689. * @param target The target the direction should point to
  14690. * @return The computed direction
  14691. */
  14692. setDirectionToTarget(target: Vector3): Vector3;
  14693. /**
  14694. * Returns the shadow generator associated to the light.
  14695. * @returns Always null for hemispheric lights because it does not support shadows.
  14696. */
  14697. getShadowGenerator(): Nullable<IShadowGenerator>;
  14698. /**
  14699. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14700. * @param effect The effect to update
  14701. * @param lightIndex The index of the light in the effect to update
  14702. * @returns The hemispheric light
  14703. */
  14704. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14705. /**
  14706. * Computes the world matrix of the node
  14707. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14708. * @param useWasUpdatedFlag defines a reserved property
  14709. * @returns the world matrix
  14710. */
  14711. computeWorldMatrix(): Matrix;
  14712. /**
  14713. * Returns the integer 3.
  14714. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14715. */
  14716. getTypeID(): number;
  14717. /**
  14718. * Prepares the list of defines specific to the light type.
  14719. * @param defines the list of defines
  14720. * @param lightIndex defines the index of the light for the effect
  14721. */
  14722. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14723. }
  14724. }
  14725. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14726. /** @hidden */
  14727. export var vrMultiviewToSingleviewPixelShader: {
  14728. name: string;
  14729. shader: string;
  14730. };
  14731. }
  14732. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14733. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14734. import { Scene } from "babylonjs/scene";
  14735. /**
  14736. * Renders to multiple views with a single draw call
  14737. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14738. */
  14739. export class MultiviewRenderTarget extends RenderTargetTexture {
  14740. /**
  14741. * Creates a multiview render target
  14742. * @param scene scene used with the render target
  14743. * @param size the size of the render target (used for each view)
  14744. */
  14745. constructor(scene: Scene, size?: number | {
  14746. width: number;
  14747. height: number;
  14748. } | {
  14749. ratio: number;
  14750. });
  14751. /**
  14752. * @hidden
  14753. * @param faceIndex the face index, if its a cube texture
  14754. */
  14755. _bindFrameBuffer(faceIndex?: number): void;
  14756. /**
  14757. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14758. * @returns the view count
  14759. */
  14760. getViewCount(): number;
  14761. }
  14762. }
  14763. declare module "babylonjs/Maths/math.frustum" {
  14764. import { Matrix } from "babylonjs/Maths/math.vector";
  14765. import { DeepImmutable } from "babylonjs/types";
  14766. import { Plane } from "babylonjs/Maths/math.plane";
  14767. /**
  14768. * Reprasents a camera frustum
  14769. */
  14770. export class Frustum {
  14771. /**
  14772. * Gets the planes representing the frustum
  14773. * @param transform matrix to be applied to the returned planes
  14774. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14775. */
  14776. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14777. /**
  14778. * Gets the near frustum plane transformed by the transform matrix
  14779. * @param transform transformation matrix to be applied to the resulting frustum plane
  14780. * @param frustumPlane the resuling frustum plane
  14781. */
  14782. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14783. /**
  14784. * Gets the far frustum plane transformed by the transform matrix
  14785. * @param transform transformation matrix to be applied to the resulting frustum plane
  14786. * @param frustumPlane the resuling frustum plane
  14787. */
  14788. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14789. /**
  14790. * Gets the left frustum plane transformed by the transform matrix
  14791. * @param transform transformation matrix to be applied to the resulting frustum plane
  14792. * @param frustumPlane the resuling frustum plane
  14793. */
  14794. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14795. /**
  14796. * Gets the right frustum plane transformed by the transform matrix
  14797. * @param transform transformation matrix to be applied to the resulting frustum plane
  14798. * @param frustumPlane the resuling frustum plane
  14799. */
  14800. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14801. /**
  14802. * Gets the top frustum plane transformed by the transform matrix
  14803. * @param transform transformation matrix to be applied to the resulting frustum plane
  14804. * @param frustumPlane the resuling frustum plane
  14805. */
  14806. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14807. /**
  14808. * Gets the bottom frustum plane transformed by the transform matrix
  14809. * @param transform transformation matrix to be applied to the resulting frustum plane
  14810. * @param frustumPlane the resuling frustum plane
  14811. */
  14812. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14813. /**
  14814. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14815. * @param transform transformation matrix to be applied to the resulting frustum planes
  14816. * @param frustumPlanes the resuling frustum planes
  14817. */
  14818. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14819. }
  14820. }
  14821. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14822. import { Camera } from "babylonjs/Cameras/camera";
  14823. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14824. import { Nullable } from "babylonjs/types";
  14825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14826. import { Matrix } from "babylonjs/Maths/math.vector";
  14827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14828. module "babylonjs/Engines/engine" {
  14829. interface Engine {
  14830. /**
  14831. * Creates a new multiview render target
  14832. * @param width defines the width of the texture
  14833. * @param height defines the height of the texture
  14834. * @returns the created multiview texture
  14835. */
  14836. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14837. /**
  14838. * Binds a multiview framebuffer to be drawn to
  14839. * @param multiviewTexture texture to bind
  14840. */
  14841. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14842. }
  14843. }
  14844. module "babylonjs/Cameras/camera" {
  14845. interface Camera {
  14846. /**
  14847. * @hidden
  14848. * 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)
  14849. */
  14850. _useMultiviewToSingleView: boolean;
  14851. /**
  14852. * @hidden
  14853. * 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)
  14854. */
  14855. _multiviewTexture: Nullable<RenderTargetTexture>;
  14856. /**
  14857. * @hidden
  14858. * ensures the multiview texture of the camera exists and has the specified width/height
  14859. * @param width height to set on the multiview texture
  14860. * @param height width to set on the multiview texture
  14861. */
  14862. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14863. }
  14864. }
  14865. module "babylonjs/scene" {
  14866. interface Scene {
  14867. /** @hidden */
  14868. _transformMatrixR: Matrix;
  14869. /** @hidden */
  14870. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14871. /** @hidden */
  14872. _createMultiviewUbo(): void;
  14873. /** @hidden */
  14874. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14875. /** @hidden */
  14876. _renderMultiviewToSingleView(camera: Camera): void;
  14877. }
  14878. }
  14879. }
  14880. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14881. import { Camera } from "babylonjs/Cameras/camera";
  14882. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14883. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14884. import "babylonjs/Engines/Extensions/engine.multiview";
  14885. /**
  14886. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14887. * This will not be used for webXR as it supports displaying texture arrays directly
  14888. */
  14889. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14890. /**
  14891. * Initializes a VRMultiviewToSingleview
  14892. * @param name name of the post process
  14893. * @param camera camera to be applied to
  14894. * @param scaleFactor scaling factor to the size of the output texture
  14895. */
  14896. constructor(name: string, camera: Camera, scaleFactor: number);
  14897. }
  14898. }
  14899. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14900. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14901. import { Nullable } from "babylonjs/types";
  14902. import { Size } from "babylonjs/Maths/math.size";
  14903. import { Observable } from "babylonjs/Misc/observable";
  14904. module "babylonjs/Engines/engine" {
  14905. interface Engine {
  14906. /** @hidden */
  14907. _vrDisplay: any;
  14908. /** @hidden */
  14909. _vrSupported: boolean;
  14910. /** @hidden */
  14911. _oldSize: Size;
  14912. /** @hidden */
  14913. _oldHardwareScaleFactor: number;
  14914. /** @hidden */
  14915. _vrExclusivePointerMode: boolean;
  14916. /** @hidden */
  14917. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14918. /** @hidden */
  14919. _onVRDisplayPointerRestricted: () => void;
  14920. /** @hidden */
  14921. _onVRDisplayPointerUnrestricted: () => void;
  14922. /** @hidden */
  14923. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14924. /** @hidden */
  14925. _onVrDisplayDisconnect: Nullable<() => void>;
  14926. /** @hidden */
  14927. _onVrDisplayPresentChange: Nullable<() => void>;
  14928. /**
  14929. * Observable signaled when VR display mode changes
  14930. */
  14931. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14932. /**
  14933. * Observable signaled when VR request present is complete
  14934. */
  14935. onVRRequestPresentComplete: Observable<boolean>;
  14936. /**
  14937. * Observable signaled when VR request present starts
  14938. */
  14939. onVRRequestPresentStart: Observable<Engine>;
  14940. /**
  14941. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14942. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14943. */
  14944. isInVRExclusivePointerMode: boolean;
  14945. /**
  14946. * Gets a boolean indicating if a webVR device was detected
  14947. * @returns true if a webVR device was detected
  14948. */
  14949. isVRDevicePresent(): boolean;
  14950. /**
  14951. * Gets the current webVR device
  14952. * @returns the current webVR device (or null)
  14953. */
  14954. getVRDevice(): any;
  14955. /**
  14956. * Initializes a webVR display and starts listening to display change events
  14957. * The onVRDisplayChangedObservable will be notified upon these changes
  14958. * @returns A promise containing a VRDisplay and if vr is supported
  14959. */
  14960. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14961. /** @hidden */
  14962. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14963. /**
  14964. * Call this function to switch to webVR mode
  14965. * Will do nothing if webVR is not supported or if there is no webVR device
  14966. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14967. */
  14968. enableVR(): void;
  14969. /** @hidden */
  14970. _onVRFullScreenTriggered(): void;
  14971. }
  14972. }
  14973. }
  14974. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14975. import { Nullable } from "babylonjs/types";
  14976. import { Observable } from "babylonjs/Misc/observable";
  14977. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14978. import { Scene } from "babylonjs/scene";
  14979. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14980. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  14981. import { Node } from "babylonjs/node";
  14982. import { Ray } from "babylonjs/Culling/ray";
  14983. import "babylonjs/Cameras/RigModes/webVRRigMode";
  14984. import "babylonjs/Engines/Extensions/engine.webVR";
  14985. /**
  14986. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  14987. * IMPORTANT!! The data is right-hand data.
  14988. * @export
  14989. * @interface DevicePose
  14990. */
  14991. export interface DevicePose {
  14992. /**
  14993. * The position of the device, values in array are [x,y,z].
  14994. */
  14995. readonly position: Nullable<Float32Array>;
  14996. /**
  14997. * The linearVelocity of the device, values in array are [x,y,z].
  14998. */
  14999. readonly linearVelocity: Nullable<Float32Array>;
  15000. /**
  15001. * The linearAcceleration of the device, values in array are [x,y,z].
  15002. */
  15003. readonly linearAcceleration: Nullable<Float32Array>;
  15004. /**
  15005. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15006. */
  15007. readonly orientation: Nullable<Float32Array>;
  15008. /**
  15009. * The angularVelocity of the device, values in array are [x,y,z].
  15010. */
  15011. readonly angularVelocity: Nullable<Float32Array>;
  15012. /**
  15013. * The angularAcceleration of the device, values in array are [x,y,z].
  15014. */
  15015. readonly angularAcceleration: Nullable<Float32Array>;
  15016. }
  15017. /**
  15018. * Interface representing a pose controlled object in Babylon.
  15019. * A pose controlled object has both regular pose values as well as pose values
  15020. * from an external device such as a VR head mounted display
  15021. */
  15022. export interface PoseControlled {
  15023. /**
  15024. * The position of the object in babylon space.
  15025. */
  15026. position: Vector3;
  15027. /**
  15028. * The rotation quaternion of the object in babylon space.
  15029. */
  15030. rotationQuaternion: Quaternion;
  15031. /**
  15032. * The position of the device in babylon space.
  15033. */
  15034. devicePosition?: Vector3;
  15035. /**
  15036. * The rotation quaternion of the device in babylon space.
  15037. */
  15038. deviceRotationQuaternion: Quaternion;
  15039. /**
  15040. * The raw pose coming from the device.
  15041. */
  15042. rawPose: Nullable<DevicePose>;
  15043. /**
  15044. * The scale of the device to be used when translating from device space to babylon space.
  15045. */
  15046. deviceScaleFactor: number;
  15047. /**
  15048. * Updates the poseControlled values based on the input device pose.
  15049. * @param poseData the pose data to update the object with
  15050. */
  15051. updateFromDevice(poseData: DevicePose): void;
  15052. }
  15053. /**
  15054. * Set of options to customize the webVRCamera
  15055. */
  15056. export interface WebVROptions {
  15057. /**
  15058. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15059. */
  15060. trackPosition?: boolean;
  15061. /**
  15062. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15063. */
  15064. positionScale?: number;
  15065. /**
  15066. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15067. */
  15068. displayName?: string;
  15069. /**
  15070. * Should the native controller meshes be initialized. (default: true)
  15071. */
  15072. controllerMeshes?: boolean;
  15073. /**
  15074. * Creating a default HemiLight only on controllers. (default: true)
  15075. */
  15076. defaultLightingOnControllers?: boolean;
  15077. /**
  15078. * If you don't want to use the default VR button of the helper. (default: false)
  15079. */
  15080. useCustomVRButton?: boolean;
  15081. /**
  15082. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15083. */
  15084. customVRButton?: HTMLButtonElement;
  15085. /**
  15086. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15087. */
  15088. rayLength?: number;
  15089. /**
  15090. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15091. */
  15092. defaultHeight?: number;
  15093. /**
  15094. * If multiview should be used if availible (default: false)
  15095. */
  15096. useMultiview?: boolean;
  15097. }
  15098. /**
  15099. * This represents a WebVR camera.
  15100. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15101. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15102. */
  15103. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15104. private webVROptions;
  15105. /**
  15106. * @hidden
  15107. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15108. */
  15109. _vrDevice: any;
  15110. /**
  15111. * The rawPose of the vrDevice.
  15112. */
  15113. rawPose: Nullable<DevicePose>;
  15114. private _onVREnabled;
  15115. private _specsVersion;
  15116. private _attached;
  15117. private _frameData;
  15118. protected _descendants: Array<Node>;
  15119. private _deviceRoomPosition;
  15120. /** @hidden */
  15121. _deviceRoomRotationQuaternion: Quaternion;
  15122. private _standingMatrix;
  15123. /**
  15124. * Represents device position in babylon space.
  15125. */
  15126. devicePosition: Vector3;
  15127. /**
  15128. * Represents device rotation in babylon space.
  15129. */
  15130. deviceRotationQuaternion: Quaternion;
  15131. /**
  15132. * The scale of the device to be used when translating from device space to babylon space.
  15133. */
  15134. deviceScaleFactor: number;
  15135. private _deviceToWorld;
  15136. private _worldToDevice;
  15137. /**
  15138. * References to the webVR controllers for the vrDevice.
  15139. */
  15140. controllers: Array<WebVRController>;
  15141. /**
  15142. * Emits an event when a controller is attached.
  15143. */
  15144. onControllersAttachedObservable: Observable<WebVRController[]>;
  15145. /**
  15146. * Emits an event when a controller's mesh has been loaded;
  15147. */
  15148. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15149. /**
  15150. * Emits an event when the HMD's pose has been updated.
  15151. */
  15152. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15153. private _poseSet;
  15154. /**
  15155. * If the rig cameras be used as parent instead of this camera.
  15156. */
  15157. rigParenting: boolean;
  15158. private _lightOnControllers;
  15159. private _defaultHeight?;
  15160. /**
  15161. * Instantiates a WebVRFreeCamera.
  15162. * @param name The name of the WebVRFreeCamera
  15163. * @param position The starting anchor position for the camera
  15164. * @param scene The scene the camera belongs to
  15165. * @param webVROptions a set of customizable options for the webVRCamera
  15166. */
  15167. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15168. /**
  15169. * Gets the device distance from the ground in meters.
  15170. * @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.
  15171. */
  15172. deviceDistanceToRoomGround(): number;
  15173. /**
  15174. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15175. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15176. */
  15177. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15178. /**
  15179. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15180. * @returns A promise with a boolean set to if the standing matrix is supported.
  15181. */
  15182. useStandingMatrixAsync(): Promise<boolean>;
  15183. /**
  15184. * Disposes the camera
  15185. */
  15186. dispose(): void;
  15187. /**
  15188. * Gets a vrController by name.
  15189. * @param name The name of the controller to retreive
  15190. * @returns the controller matching the name specified or null if not found
  15191. */
  15192. getControllerByName(name: string): Nullable<WebVRController>;
  15193. private _leftController;
  15194. /**
  15195. * The controller corresponding to the users left hand.
  15196. */
  15197. readonly leftController: Nullable<WebVRController>;
  15198. private _rightController;
  15199. /**
  15200. * The controller corresponding to the users right hand.
  15201. */
  15202. readonly rightController: Nullable<WebVRController>;
  15203. /**
  15204. * Casts a ray forward from the vrCamera's gaze.
  15205. * @param length Length of the ray (default: 100)
  15206. * @returns the ray corresponding to the gaze
  15207. */
  15208. getForwardRay(length?: number): Ray;
  15209. /**
  15210. * @hidden
  15211. * Updates the camera based on device's frame data
  15212. */
  15213. _checkInputs(): void;
  15214. /**
  15215. * Updates the poseControlled values based on the input device pose.
  15216. * @param poseData Pose coming from the device
  15217. */
  15218. updateFromDevice(poseData: DevicePose): void;
  15219. private _htmlElementAttached;
  15220. private _detachIfAttached;
  15221. /**
  15222. * WebVR's attach control will start broadcasting frames to the device.
  15223. * Note that in certain browsers (chrome for example) this function must be called
  15224. * within a user-interaction callback. Example:
  15225. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15226. *
  15227. * @param element html element to attach the vrDevice to
  15228. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15229. */
  15230. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15231. /**
  15232. * Detaches the camera from the html element and disables VR
  15233. *
  15234. * @param element html element to detach from
  15235. */
  15236. detachControl(element: HTMLElement): void;
  15237. /**
  15238. * @returns the name of this class
  15239. */
  15240. getClassName(): string;
  15241. /**
  15242. * Calls resetPose on the vrDisplay
  15243. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15244. */
  15245. resetToCurrentRotation(): void;
  15246. /**
  15247. * @hidden
  15248. * Updates the rig cameras (left and right eye)
  15249. */
  15250. _updateRigCameras(): void;
  15251. private _workingVector;
  15252. private _oneVector;
  15253. private _workingMatrix;
  15254. private updateCacheCalled;
  15255. private _correctPositionIfNotTrackPosition;
  15256. /**
  15257. * @hidden
  15258. * Updates the cached values of the camera
  15259. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15260. */
  15261. _updateCache(ignoreParentClass?: boolean): void;
  15262. /**
  15263. * @hidden
  15264. * Get current device position in babylon world
  15265. */
  15266. _computeDevicePosition(): void;
  15267. /**
  15268. * Updates the current device position and rotation in the babylon world
  15269. */
  15270. update(): void;
  15271. /**
  15272. * @hidden
  15273. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15274. * @returns an identity matrix
  15275. */
  15276. _getViewMatrix(): Matrix;
  15277. private _tmpMatrix;
  15278. /**
  15279. * This function is called by the two RIG cameras.
  15280. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15281. * @hidden
  15282. */
  15283. _getWebVRViewMatrix(): Matrix;
  15284. /** @hidden */
  15285. _getWebVRProjectionMatrix(): Matrix;
  15286. private _onGamepadConnectedObserver;
  15287. private _onGamepadDisconnectedObserver;
  15288. private _updateCacheWhenTrackingDisabledObserver;
  15289. /**
  15290. * Initializes the controllers and their meshes
  15291. */
  15292. initControllers(): void;
  15293. }
  15294. }
  15295. declare module "babylonjs/PostProcesses/postProcess" {
  15296. import { Nullable } from "babylonjs/types";
  15297. import { SmartArray } from "babylonjs/Misc/smartArray";
  15298. import { Observable } from "babylonjs/Misc/observable";
  15299. import { Vector2 } from "babylonjs/Maths/math.vector";
  15300. import { Camera } from "babylonjs/Cameras/camera";
  15301. import { Effect } from "babylonjs/Materials/effect";
  15302. import "babylonjs/Shaders/postprocess.vertex";
  15303. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15304. import { Engine } from "babylonjs/Engines/engine";
  15305. import { Color4 } from "babylonjs/Maths/math.color";
  15306. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15307. /**
  15308. * Size options for a post process
  15309. */
  15310. export type PostProcessOptions = {
  15311. width: number;
  15312. height: number;
  15313. };
  15314. /**
  15315. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15316. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15317. */
  15318. export class PostProcess {
  15319. /** Name of the PostProcess. */
  15320. name: string;
  15321. /**
  15322. * Gets or sets the unique id of the post process
  15323. */
  15324. uniqueId: number;
  15325. /**
  15326. * Width of the texture to apply the post process on
  15327. */
  15328. width: number;
  15329. /**
  15330. * Height of the texture to apply the post process on
  15331. */
  15332. height: number;
  15333. /**
  15334. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15335. * @hidden
  15336. */
  15337. _outputTexture: Nullable<InternalTexture>;
  15338. /**
  15339. * Sampling mode used by the shader
  15340. * See https://doc.babylonjs.com/classes/3.1/texture
  15341. */
  15342. renderTargetSamplingMode: number;
  15343. /**
  15344. * Clear color to use when screen clearing
  15345. */
  15346. clearColor: Color4;
  15347. /**
  15348. * If the buffer needs to be cleared before applying the post process. (default: true)
  15349. * Should be set to false if shader will overwrite all previous pixels.
  15350. */
  15351. autoClear: boolean;
  15352. /**
  15353. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15354. */
  15355. alphaMode: number;
  15356. /**
  15357. * Sets the setAlphaBlendConstants of the babylon engine
  15358. */
  15359. alphaConstants: Color4;
  15360. /**
  15361. * Animations to be used for the post processing
  15362. */
  15363. animations: import("babylonjs/Animations/animation").Animation[];
  15364. /**
  15365. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15366. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15367. */
  15368. enablePixelPerfectMode: boolean;
  15369. /**
  15370. * Force the postprocess to be applied without taking in account viewport
  15371. */
  15372. forceFullscreenViewport: boolean;
  15373. /**
  15374. * List of inspectable custom properties (used by the Inspector)
  15375. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15376. */
  15377. inspectableCustomProperties: IInspectable[];
  15378. /**
  15379. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15380. *
  15381. * | Value | Type | Description |
  15382. * | ----- | ----------------------------------- | ----------- |
  15383. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15384. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15385. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15386. *
  15387. */
  15388. scaleMode: number;
  15389. /**
  15390. * Force textures to be a power of two (default: false)
  15391. */
  15392. alwaysForcePOT: boolean;
  15393. private _samples;
  15394. /**
  15395. * Number of sample textures (default: 1)
  15396. */
  15397. samples: number;
  15398. /**
  15399. * Modify the scale of the post process to be the same as the viewport (default: false)
  15400. */
  15401. adaptScaleToCurrentViewport: boolean;
  15402. private _camera;
  15403. private _scene;
  15404. private _engine;
  15405. private _options;
  15406. private _reusable;
  15407. private _textureType;
  15408. /**
  15409. * Smart array of input and output textures for the post process.
  15410. * @hidden
  15411. */
  15412. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15413. /**
  15414. * The index in _textures that corresponds to the output texture.
  15415. * @hidden
  15416. */
  15417. _currentRenderTextureInd: number;
  15418. private _effect;
  15419. private _samplers;
  15420. private _fragmentUrl;
  15421. private _vertexUrl;
  15422. private _parameters;
  15423. private _scaleRatio;
  15424. protected _indexParameters: any;
  15425. private _shareOutputWithPostProcess;
  15426. private _texelSize;
  15427. private _forcedOutputTexture;
  15428. /**
  15429. * Returns the fragment url or shader name used in the post process.
  15430. * @returns the fragment url or name in the shader store.
  15431. */
  15432. getEffectName(): string;
  15433. /**
  15434. * An event triggered when the postprocess is activated.
  15435. */
  15436. onActivateObservable: Observable<Camera>;
  15437. private _onActivateObserver;
  15438. /**
  15439. * A function that is added to the onActivateObservable
  15440. */
  15441. onActivate: Nullable<(camera: Camera) => void>;
  15442. /**
  15443. * An event triggered when the postprocess changes its size.
  15444. */
  15445. onSizeChangedObservable: Observable<PostProcess>;
  15446. private _onSizeChangedObserver;
  15447. /**
  15448. * A function that is added to the onSizeChangedObservable
  15449. */
  15450. onSizeChanged: (postProcess: PostProcess) => void;
  15451. /**
  15452. * An event triggered when the postprocess applies its effect.
  15453. */
  15454. onApplyObservable: Observable<Effect>;
  15455. private _onApplyObserver;
  15456. /**
  15457. * A function that is added to the onApplyObservable
  15458. */
  15459. onApply: (effect: Effect) => void;
  15460. /**
  15461. * An event triggered before rendering the postprocess
  15462. */
  15463. onBeforeRenderObservable: Observable<Effect>;
  15464. private _onBeforeRenderObserver;
  15465. /**
  15466. * A function that is added to the onBeforeRenderObservable
  15467. */
  15468. onBeforeRender: (effect: Effect) => void;
  15469. /**
  15470. * An event triggered after rendering the postprocess
  15471. */
  15472. onAfterRenderObservable: Observable<Effect>;
  15473. private _onAfterRenderObserver;
  15474. /**
  15475. * A function that is added to the onAfterRenderObservable
  15476. */
  15477. onAfterRender: (efect: Effect) => void;
  15478. /**
  15479. * 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
  15480. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15481. */
  15482. inputTexture: InternalTexture;
  15483. /**
  15484. * Gets the camera which post process is applied to.
  15485. * @returns The camera the post process is applied to.
  15486. */
  15487. getCamera(): Camera;
  15488. /**
  15489. * Gets the texel size of the postprocess.
  15490. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15491. */
  15492. readonly texelSize: Vector2;
  15493. /**
  15494. * Creates a new instance PostProcess
  15495. * @param name The name of the PostProcess.
  15496. * @param fragmentUrl The url of the fragment shader to be used.
  15497. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15498. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15499. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15500. * @param camera The camera to apply the render pass to.
  15501. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15502. * @param engine The engine which the post process will be applied. (default: current engine)
  15503. * @param reusable If the post process can be reused on the same frame. (default: false)
  15504. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15505. * @param textureType Type of textures used when performing the post process. (default: 0)
  15506. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15507. * @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
  15508. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15509. */
  15510. constructor(
  15511. /** Name of the PostProcess. */
  15512. 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);
  15513. /**
  15514. * Gets a string idenfifying the name of the class
  15515. * @returns "PostProcess" string
  15516. */
  15517. getClassName(): string;
  15518. /**
  15519. * Gets the engine which this post process belongs to.
  15520. * @returns The engine the post process was enabled with.
  15521. */
  15522. getEngine(): Engine;
  15523. /**
  15524. * The effect that is created when initializing the post process.
  15525. * @returns The created effect corresponding the the postprocess.
  15526. */
  15527. getEffect(): Effect;
  15528. /**
  15529. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15530. * @param postProcess The post process to share the output with.
  15531. * @returns This post process.
  15532. */
  15533. shareOutputWith(postProcess: PostProcess): PostProcess;
  15534. /**
  15535. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15536. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15537. */
  15538. useOwnOutput(): void;
  15539. /**
  15540. * Updates the effect with the current post process compile time values and recompiles the shader.
  15541. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15542. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15543. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15544. * @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
  15545. * @param onCompiled Called when the shader has been compiled.
  15546. * @param onError Called if there is an error when compiling a shader.
  15547. */
  15548. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15549. /**
  15550. * The post process is reusable if it can be used multiple times within one frame.
  15551. * @returns If the post process is reusable
  15552. */
  15553. isReusable(): boolean;
  15554. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15555. markTextureDirty(): void;
  15556. /**
  15557. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15558. * 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.
  15559. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15560. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15561. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15562. * @returns The target texture that was bound to be written to.
  15563. */
  15564. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15565. /**
  15566. * If the post process is supported.
  15567. */
  15568. readonly isSupported: boolean;
  15569. /**
  15570. * The aspect ratio of the output texture.
  15571. */
  15572. readonly aspectRatio: number;
  15573. /**
  15574. * Get a value indicating if the post-process is ready to be used
  15575. * @returns true if the post-process is ready (shader is compiled)
  15576. */
  15577. isReady(): boolean;
  15578. /**
  15579. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15580. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15581. */
  15582. apply(): Nullable<Effect>;
  15583. private _disposeTextures;
  15584. /**
  15585. * Disposes the post process.
  15586. * @param camera The camera to dispose the post process on.
  15587. */
  15588. dispose(camera?: Camera): void;
  15589. }
  15590. }
  15591. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15592. /** @hidden */
  15593. export var kernelBlurVaryingDeclaration: {
  15594. name: string;
  15595. shader: string;
  15596. };
  15597. }
  15598. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15599. /** @hidden */
  15600. export var kernelBlurFragment: {
  15601. name: string;
  15602. shader: string;
  15603. };
  15604. }
  15605. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15606. /** @hidden */
  15607. export var kernelBlurFragment2: {
  15608. name: string;
  15609. shader: string;
  15610. };
  15611. }
  15612. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15613. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15614. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15615. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15616. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15617. /** @hidden */
  15618. export var kernelBlurPixelShader: {
  15619. name: string;
  15620. shader: string;
  15621. };
  15622. }
  15623. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15624. /** @hidden */
  15625. export var kernelBlurVertex: {
  15626. name: string;
  15627. shader: string;
  15628. };
  15629. }
  15630. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15631. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15633. /** @hidden */
  15634. export var kernelBlurVertexShader: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15640. import { Vector2 } from "babylonjs/Maths/math.vector";
  15641. import { Nullable } from "babylonjs/types";
  15642. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15643. import { Camera } from "babylonjs/Cameras/camera";
  15644. import { Effect } from "babylonjs/Materials/effect";
  15645. import { Engine } from "babylonjs/Engines/engine";
  15646. import "babylonjs/Shaders/kernelBlur.fragment";
  15647. import "babylonjs/Shaders/kernelBlur.vertex";
  15648. /**
  15649. * The Blur Post Process which blurs an image based on a kernel and direction.
  15650. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15651. */
  15652. export class BlurPostProcess extends PostProcess {
  15653. /** The direction in which to blur the image. */
  15654. direction: Vector2;
  15655. private blockCompilation;
  15656. protected _kernel: number;
  15657. protected _idealKernel: number;
  15658. protected _packedFloat: boolean;
  15659. private _staticDefines;
  15660. /**
  15661. * Sets the length in pixels of the blur sample region
  15662. */
  15663. /**
  15664. * Gets the length in pixels of the blur sample region
  15665. */
  15666. kernel: number;
  15667. /**
  15668. * Sets wether or not the blur needs to unpack/repack floats
  15669. */
  15670. /**
  15671. * Gets wether or not the blur is unpacking/repacking floats
  15672. */
  15673. packedFloat: boolean;
  15674. /**
  15675. * Creates a new instance BlurPostProcess
  15676. * @param name The name of the effect.
  15677. * @param direction The direction in which to blur the image.
  15678. * @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.
  15679. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15680. * @param camera The camera to apply the render pass to.
  15681. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15682. * @param engine The engine which the post process will be applied. (default: current engine)
  15683. * @param reusable If the post process can be reused on the same frame. (default: false)
  15684. * @param textureType Type of textures used when performing the post process. (default: 0)
  15685. * @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)
  15686. */
  15687. constructor(name: string,
  15688. /** The direction in which to blur the image. */
  15689. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15690. /**
  15691. * Updates the effect with the current post process compile time values and recompiles the shader.
  15692. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15693. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15694. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15695. * @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
  15696. * @param onCompiled Called when the shader has been compiled.
  15697. * @param onError Called if there is an error when compiling a shader.
  15698. */
  15699. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15700. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15701. /**
  15702. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15703. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15704. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15705. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15706. * The gaps between physical kernels are compensated for in the weighting of the samples
  15707. * @param idealKernel Ideal blur kernel.
  15708. * @return Nearest best kernel.
  15709. */
  15710. protected _nearestBestKernel(idealKernel: number): number;
  15711. /**
  15712. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15713. * @param x The point on the Gaussian distribution to sample.
  15714. * @return the value of the Gaussian function at x.
  15715. */
  15716. protected _gaussianWeight(x: number): number;
  15717. /**
  15718. * Generates a string that can be used as a floating point number in GLSL.
  15719. * @param x Value to print.
  15720. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15721. * @return GLSL float string.
  15722. */
  15723. protected _glslFloat(x: number, decimalFigures?: number): string;
  15724. }
  15725. }
  15726. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15727. import { Scene } from "babylonjs/scene";
  15728. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15729. import { Plane } from "babylonjs/Maths/math.plane";
  15730. /**
  15731. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15732. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15733. * You can then easily use it as a reflectionTexture on a flat surface.
  15734. * In case the surface is not a plane, please consider relying on reflection probes.
  15735. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15736. */
  15737. export class MirrorTexture extends RenderTargetTexture {
  15738. private scene;
  15739. /**
  15740. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15741. * 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.
  15742. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15743. */
  15744. mirrorPlane: Plane;
  15745. /**
  15746. * Define the blur ratio used to blur the reflection if needed.
  15747. */
  15748. blurRatio: number;
  15749. /**
  15750. * Define the adaptive blur kernel used to blur the reflection if needed.
  15751. * This will autocompute the closest best match for the `blurKernel`
  15752. */
  15753. adaptiveBlurKernel: number;
  15754. /**
  15755. * Define the blur kernel used to blur the reflection if needed.
  15756. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15757. */
  15758. blurKernel: number;
  15759. /**
  15760. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15761. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15762. */
  15763. blurKernelX: number;
  15764. /**
  15765. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15766. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15767. */
  15768. blurKernelY: number;
  15769. private _autoComputeBlurKernel;
  15770. protected _onRatioRescale(): void;
  15771. private _updateGammaSpace;
  15772. private _imageProcessingConfigChangeObserver;
  15773. private _transformMatrix;
  15774. private _mirrorMatrix;
  15775. private _savedViewMatrix;
  15776. private _blurX;
  15777. private _blurY;
  15778. private _adaptiveBlurKernel;
  15779. private _blurKernelX;
  15780. private _blurKernelY;
  15781. private _blurRatio;
  15782. /**
  15783. * Instantiates a Mirror Texture.
  15784. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15785. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15786. * You can then easily use it as a reflectionTexture on a flat surface.
  15787. * In case the surface is not a plane, please consider relying on reflection probes.
  15788. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15789. * @param name
  15790. * @param size
  15791. * @param scene
  15792. * @param generateMipMaps
  15793. * @param type
  15794. * @param samplingMode
  15795. * @param generateDepthBuffer
  15796. */
  15797. constructor(name: string, size: number | {
  15798. width: number;
  15799. height: number;
  15800. } | {
  15801. ratio: number;
  15802. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15803. private _preparePostProcesses;
  15804. /**
  15805. * Clone the mirror texture.
  15806. * @returns the cloned texture
  15807. */
  15808. clone(): MirrorTexture;
  15809. /**
  15810. * Serialize the texture to a JSON representation you could use in Parse later on
  15811. * @returns the serialized JSON representation
  15812. */
  15813. serialize(): any;
  15814. /**
  15815. * Dispose the texture and release its associated resources.
  15816. */
  15817. dispose(): void;
  15818. }
  15819. }
  15820. declare module "babylonjs/Materials/Textures/texture" {
  15821. import { Observable } from "babylonjs/Misc/observable";
  15822. import { Nullable } from "babylonjs/types";
  15823. import { Scene } from "babylonjs/scene";
  15824. import { Matrix } from "babylonjs/Maths/math.vector";
  15825. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15826. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15827. import { Engine } from "babylonjs/Engines/engine";
  15828. /**
  15829. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15830. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15831. */
  15832. export class Texture extends BaseTexture {
  15833. /** @hidden */
  15834. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15835. /** @hidden */
  15836. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15837. /** @hidden */
  15838. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15839. /** nearest is mag = nearest and min = nearest and mip = linear */
  15840. static readonly NEAREST_SAMPLINGMODE: number;
  15841. /** nearest is mag = nearest and min = nearest and mip = linear */
  15842. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15843. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15844. static readonly BILINEAR_SAMPLINGMODE: number;
  15845. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15846. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15847. /** Trilinear is mag = linear and min = linear and mip = linear */
  15848. static readonly TRILINEAR_SAMPLINGMODE: number;
  15849. /** Trilinear is mag = linear and min = linear and mip = linear */
  15850. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15851. /** mag = nearest and min = nearest and mip = nearest */
  15852. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15853. /** mag = nearest and min = linear and mip = nearest */
  15854. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15855. /** mag = nearest and min = linear and mip = linear */
  15856. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15857. /** mag = nearest and min = linear and mip = none */
  15858. static readonly NEAREST_LINEAR: number;
  15859. /** mag = nearest and min = nearest and mip = none */
  15860. static readonly NEAREST_NEAREST: number;
  15861. /** mag = linear and min = nearest and mip = nearest */
  15862. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15863. /** mag = linear and min = nearest and mip = linear */
  15864. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15865. /** mag = linear and min = linear and mip = none */
  15866. static readonly LINEAR_LINEAR: number;
  15867. /** mag = linear and min = nearest and mip = none */
  15868. static readonly LINEAR_NEAREST: number;
  15869. /** Explicit coordinates mode */
  15870. static readonly EXPLICIT_MODE: number;
  15871. /** Spherical coordinates mode */
  15872. static readonly SPHERICAL_MODE: number;
  15873. /** Planar coordinates mode */
  15874. static readonly PLANAR_MODE: number;
  15875. /** Cubic coordinates mode */
  15876. static readonly CUBIC_MODE: number;
  15877. /** Projection coordinates mode */
  15878. static readonly PROJECTION_MODE: number;
  15879. /** Inverse Cubic coordinates mode */
  15880. static readonly SKYBOX_MODE: number;
  15881. /** Inverse Cubic coordinates mode */
  15882. static readonly INVCUBIC_MODE: number;
  15883. /** Equirectangular coordinates mode */
  15884. static readonly EQUIRECTANGULAR_MODE: number;
  15885. /** Equirectangular Fixed coordinates mode */
  15886. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15887. /** Equirectangular Fixed Mirrored coordinates mode */
  15888. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15889. /** Texture is not repeating outside of 0..1 UVs */
  15890. static readonly CLAMP_ADDRESSMODE: number;
  15891. /** Texture is repeating outside of 0..1 UVs */
  15892. static readonly WRAP_ADDRESSMODE: number;
  15893. /** Texture is repeating and mirrored */
  15894. static readonly MIRROR_ADDRESSMODE: number;
  15895. /**
  15896. * 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
  15897. */
  15898. static UseSerializedUrlIfAny: boolean;
  15899. /**
  15900. * Define the url of the texture.
  15901. */
  15902. url: Nullable<string>;
  15903. /**
  15904. * Define an offset on the texture to offset the u coordinates of the UVs
  15905. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15906. */
  15907. uOffset: number;
  15908. /**
  15909. * Define an offset on the texture to offset the v coordinates of the UVs
  15910. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15911. */
  15912. vOffset: number;
  15913. /**
  15914. * Define an offset on the texture to scale the u coordinates of the UVs
  15915. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15916. */
  15917. uScale: number;
  15918. /**
  15919. * Define an offset on the texture to scale the v coordinates of the UVs
  15920. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15921. */
  15922. vScale: number;
  15923. /**
  15924. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15925. * @see http://doc.babylonjs.com/how_to/more_materials
  15926. */
  15927. uAng: number;
  15928. /**
  15929. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15930. * @see http://doc.babylonjs.com/how_to/more_materials
  15931. */
  15932. vAng: number;
  15933. /**
  15934. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15935. * @see http://doc.babylonjs.com/how_to/more_materials
  15936. */
  15937. wAng: number;
  15938. /**
  15939. * Defines the center of rotation (U)
  15940. */
  15941. uRotationCenter: number;
  15942. /**
  15943. * Defines the center of rotation (V)
  15944. */
  15945. vRotationCenter: number;
  15946. /**
  15947. * Defines the center of rotation (W)
  15948. */
  15949. wRotationCenter: number;
  15950. /**
  15951. * Are mip maps generated for this texture or not.
  15952. */
  15953. readonly noMipmap: boolean;
  15954. /**
  15955. * List of inspectable custom properties (used by the Inspector)
  15956. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15957. */
  15958. inspectableCustomProperties: Nullable<IInspectable[]>;
  15959. private _noMipmap;
  15960. /** @hidden */
  15961. _invertY: boolean;
  15962. private _rowGenerationMatrix;
  15963. private _cachedTextureMatrix;
  15964. private _projectionModeMatrix;
  15965. private _t0;
  15966. private _t1;
  15967. private _t2;
  15968. private _cachedUOffset;
  15969. private _cachedVOffset;
  15970. private _cachedUScale;
  15971. private _cachedVScale;
  15972. private _cachedUAng;
  15973. private _cachedVAng;
  15974. private _cachedWAng;
  15975. private _cachedProjectionMatrixId;
  15976. private _cachedCoordinatesMode;
  15977. /** @hidden */
  15978. protected _initialSamplingMode: number;
  15979. /** @hidden */
  15980. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  15981. private _deleteBuffer;
  15982. protected _format: Nullable<number>;
  15983. private _delayedOnLoad;
  15984. private _delayedOnError;
  15985. /**
  15986. * Observable triggered once the texture has been loaded.
  15987. */
  15988. onLoadObservable: Observable<Texture>;
  15989. protected _isBlocking: boolean;
  15990. /**
  15991. * Is the texture preventing material to render while loading.
  15992. * If false, a default texture will be used instead of the loading one during the preparation step.
  15993. */
  15994. isBlocking: boolean;
  15995. /**
  15996. * Get the current sampling mode associated with the texture.
  15997. */
  15998. readonly samplingMode: number;
  15999. /**
  16000. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16001. */
  16002. readonly invertY: boolean;
  16003. /**
  16004. * Instantiates a new texture.
  16005. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16006. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16007. * @param url define the url of the picture to load as a texture
  16008. * @param scene define the scene or engine the texture will belong to
  16009. * @param noMipmap define if the texture will require mip maps or not
  16010. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16011. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16012. * @param onLoad define a callback triggered when the texture has been loaded
  16013. * @param onError define a callback triggered when an error occurred during the loading session
  16014. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16015. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16016. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16017. */
  16018. 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);
  16019. /**
  16020. * Update the url (and optional buffer) of this texture if url was null during construction.
  16021. * @param url the url of the texture
  16022. * @param buffer the buffer of the texture (defaults to null)
  16023. * @param onLoad callback called when the texture is loaded (defaults to null)
  16024. */
  16025. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16026. /**
  16027. * Finish the loading sequence of a texture flagged as delayed load.
  16028. * @hidden
  16029. */
  16030. delayLoad(): void;
  16031. private _prepareRowForTextureGeneration;
  16032. /**
  16033. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16034. * @returns the transform matrix of the texture.
  16035. */
  16036. getTextureMatrix(): Matrix;
  16037. /**
  16038. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16039. * @returns The reflection texture transform
  16040. */
  16041. getReflectionTextureMatrix(): Matrix;
  16042. /**
  16043. * Clones the texture.
  16044. * @returns the cloned texture
  16045. */
  16046. clone(): Texture;
  16047. /**
  16048. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16049. * @returns The JSON representation of the texture
  16050. */
  16051. serialize(): any;
  16052. /**
  16053. * Get the current class name of the texture useful for serialization or dynamic coding.
  16054. * @returns "Texture"
  16055. */
  16056. getClassName(): string;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. /**
  16062. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16063. * @param parsedTexture Define the JSON representation of the texture
  16064. * @param scene Define the scene the parsed texture should be instantiated in
  16065. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16066. * @returns The parsed texture if successful
  16067. */
  16068. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16069. /**
  16070. * Creates a texture from its base 64 representation.
  16071. * @param data Define the base64 payload without the data: prefix
  16072. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16073. * @param scene Define the scene the texture should belong to
  16074. * @param noMipmap Forces the texture to not create mip map information if true
  16075. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16076. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16077. * @param onLoad define a callback triggered when the texture has been loaded
  16078. * @param onError define a callback triggered when an error occurred during the loading session
  16079. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16080. * @returns the created texture
  16081. */
  16082. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16083. /**
  16084. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16085. * @param data Define the base64 payload without the data: prefix
  16086. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16087. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16088. * @param scene Define the scene the texture should belong to
  16089. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16090. * @param noMipmap Forces the texture to not create mip map information if true
  16091. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16092. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16093. * @param onLoad define a callback triggered when the texture has been loaded
  16094. * @param onError define a callback triggered when an error occurred during the loading session
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. * @returns the created texture
  16097. */
  16098. 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;
  16099. }
  16100. }
  16101. declare module "babylonjs/PostProcesses/postProcessManager" {
  16102. import { Nullable } from "babylonjs/types";
  16103. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16104. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16105. import { Scene } from "babylonjs/scene";
  16106. /**
  16107. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16108. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16109. */
  16110. export class PostProcessManager {
  16111. private _scene;
  16112. private _indexBuffer;
  16113. private _vertexBuffers;
  16114. /**
  16115. * Creates a new instance PostProcess
  16116. * @param scene The scene that the post process is associated with.
  16117. */
  16118. constructor(scene: Scene);
  16119. private _prepareBuffers;
  16120. private _buildIndexBuffer;
  16121. /**
  16122. * Rebuilds the vertex buffers of the manager.
  16123. * @hidden
  16124. */
  16125. _rebuild(): void;
  16126. /**
  16127. * Prepares a frame to be run through a post process.
  16128. * @param sourceTexture The input texture to the post procesess. (default: null)
  16129. * @param postProcesses An array of post processes to be run. (default: null)
  16130. * @returns True if the post processes were able to be run.
  16131. * @hidden
  16132. */
  16133. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16134. /**
  16135. * Manually render a set of post processes to a texture.
  16136. * @param postProcesses An array of post processes to be run.
  16137. * @param targetTexture The target texture to render to.
  16138. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16139. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16140. * @param lodLevel defines which lod of the texture to render to
  16141. */
  16142. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16143. /**
  16144. * Finalize the result of the output of the postprocesses.
  16145. * @param doNotPresent If true the result will not be displayed to the screen.
  16146. * @param targetTexture The target texture to render to.
  16147. * @param faceIndex The index of the face to bind the target texture to.
  16148. * @param postProcesses The array of post processes to render.
  16149. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16150. * @hidden
  16151. */
  16152. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16153. /**
  16154. * Disposes of the post process manager.
  16155. */
  16156. dispose(): void;
  16157. }
  16158. }
  16159. declare module "babylonjs/Misc/gradients" {
  16160. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16161. /** Interface used by value gradients (color, factor, ...) */
  16162. export interface IValueGradient {
  16163. /**
  16164. * Gets or sets the gradient value (between 0 and 1)
  16165. */
  16166. gradient: number;
  16167. }
  16168. /** Class used to store color4 gradient */
  16169. export class ColorGradient implements IValueGradient {
  16170. /**
  16171. * Gets or sets the gradient value (between 0 and 1)
  16172. */
  16173. gradient: number;
  16174. /**
  16175. * Gets or sets first associated color
  16176. */
  16177. color1: Color4;
  16178. /**
  16179. * Gets or sets second associated color
  16180. */
  16181. color2?: Color4;
  16182. /**
  16183. * Will get a color picked randomly between color1 and color2.
  16184. * If color2 is undefined then color1 will be used
  16185. * @param result defines the target Color4 to store the result in
  16186. */
  16187. getColorToRef(result: Color4): void;
  16188. }
  16189. /** Class used to store color 3 gradient */
  16190. export class Color3Gradient implements IValueGradient {
  16191. /**
  16192. * Gets or sets the gradient value (between 0 and 1)
  16193. */
  16194. gradient: number;
  16195. /**
  16196. * Gets or sets the associated color
  16197. */
  16198. color: Color3;
  16199. }
  16200. /** Class used to store factor gradient */
  16201. export class FactorGradient implements IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. /**
  16207. * Gets or sets first associated factor
  16208. */
  16209. factor1: number;
  16210. /**
  16211. * Gets or sets second associated factor
  16212. */
  16213. factor2?: number;
  16214. /**
  16215. * Will get a number picked randomly between factor1 and factor2.
  16216. * If factor2 is undefined then factor1 will be used
  16217. * @returns the picked number
  16218. */
  16219. getFactor(): number;
  16220. }
  16221. /**
  16222. * Helper used to simplify some generic gradient tasks
  16223. */
  16224. export class GradientHelper {
  16225. /**
  16226. * Gets the current gradient from an array of IValueGradient
  16227. * @param ratio defines the current ratio to get
  16228. * @param gradients defines the array of IValueGradient
  16229. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16230. */
  16231. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16232. }
  16233. }
  16234. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16235. import { Scene } from "babylonjs/scene";
  16236. import { ISceneComponent } from "babylonjs/sceneComponent";
  16237. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16238. module "babylonjs/abstractScene" {
  16239. interface AbstractScene {
  16240. /**
  16241. * The list of procedural textures added to the scene
  16242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16243. */
  16244. proceduralTextures: Array<ProceduralTexture>;
  16245. }
  16246. }
  16247. /**
  16248. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16249. * in a given scene.
  16250. */
  16251. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16252. /**
  16253. * The component name helpfull to identify the component in the list of scene components.
  16254. */
  16255. readonly name: string;
  16256. /**
  16257. * The scene the component belongs to.
  16258. */
  16259. scene: Scene;
  16260. /**
  16261. * Creates a new instance of the component for the given scene
  16262. * @param scene Defines the scene to register the component in
  16263. */
  16264. constructor(scene: Scene);
  16265. /**
  16266. * Registers the component in a given scene
  16267. */
  16268. register(): void;
  16269. /**
  16270. * Rebuilds the elements related to this component in case of
  16271. * context lost for instance.
  16272. */
  16273. rebuild(): void;
  16274. /**
  16275. * Disposes the component and the associated ressources.
  16276. */
  16277. dispose(): void;
  16278. private _beforeClear;
  16279. }
  16280. }
  16281. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16282. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16283. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16284. module "babylonjs/Engines/engine" {
  16285. interface Engine {
  16286. /**
  16287. * Creates a new render target cube texture
  16288. * @param size defines the size of the texture
  16289. * @param options defines the options used to create the texture
  16290. * @returns a new render target cube texture stored in an InternalTexture
  16291. */
  16292. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16293. }
  16294. }
  16295. }
  16296. declare module "babylonjs/Shaders/procedural.vertex" {
  16297. /** @hidden */
  16298. export var proceduralVertexShader: {
  16299. name: string;
  16300. shader: string;
  16301. };
  16302. }
  16303. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16304. import { Observable } from "babylonjs/Misc/observable";
  16305. import { Nullable } from "babylonjs/types";
  16306. import { Scene } from "babylonjs/scene";
  16307. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16308. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16309. import { Effect } from "babylonjs/Materials/effect";
  16310. import { Texture } from "babylonjs/Materials/Textures/texture";
  16311. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16312. import "babylonjs/Shaders/procedural.vertex";
  16313. /**
  16314. * 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.
  16315. * This is the base class of any Procedural texture and contains most of the shareable code.
  16316. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16317. */
  16318. export class ProceduralTexture extends Texture {
  16319. isCube: boolean;
  16320. /**
  16321. * Define if the texture is enabled or not (disabled texture will not render)
  16322. */
  16323. isEnabled: boolean;
  16324. /**
  16325. * Define if the texture must be cleared before rendering (default is true)
  16326. */
  16327. autoClear: boolean;
  16328. /**
  16329. * Callback called when the texture is generated
  16330. */
  16331. onGenerated: () => void;
  16332. /**
  16333. * Event raised when the texture is generated
  16334. */
  16335. onGeneratedObservable: Observable<ProceduralTexture>;
  16336. /** @hidden */
  16337. _generateMipMaps: boolean;
  16338. /** @hidden **/
  16339. _effect: Effect;
  16340. /** @hidden */
  16341. _textures: {
  16342. [key: string]: Texture;
  16343. };
  16344. private _size;
  16345. private _currentRefreshId;
  16346. private _refreshRate;
  16347. private _vertexBuffers;
  16348. private _indexBuffer;
  16349. private _uniforms;
  16350. private _samplers;
  16351. private _fragment;
  16352. private _floats;
  16353. private _ints;
  16354. private _floatsArrays;
  16355. private _colors3;
  16356. private _colors4;
  16357. private _vectors2;
  16358. private _vectors3;
  16359. private _matrices;
  16360. private _fallbackTexture;
  16361. private _fallbackTextureUsed;
  16362. private _engine;
  16363. private _cachedDefines;
  16364. private _contentUpdateId;
  16365. private _contentData;
  16366. /**
  16367. * Instantiates a new procedural texture.
  16368. * 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.
  16369. * This is the base class of any Procedural texture and contains most of the shareable code.
  16370. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16371. * @param name Define the name of the texture
  16372. * @param size Define the size of the texture to create
  16373. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16374. * @param scene Define the scene the texture belongs to
  16375. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16376. * @param generateMipMaps Define if the texture should creates mip maps or not
  16377. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16378. */
  16379. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16380. /**
  16381. * The effect that is created when initializing the post process.
  16382. * @returns The created effect corresponding the the postprocess.
  16383. */
  16384. getEffect(): Effect;
  16385. /**
  16386. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16387. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16388. */
  16389. getContent(): Nullable<ArrayBufferView>;
  16390. private _createIndexBuffer;
  16391. /** @hidden */
  16392. _rebuild(): void;
  16393. /**
  16394. * Resets the texture in order to recreate its associated resources.
  16395. * This can be called in case of context loss
  16396. */
  16397. reset(): void;
  16398. protected _getDefines(): string;
  16399. /**
  16400. * Is the texture ready to be used ? (rendered at least once)
  16401. * @returns true if ready, otherwise, false.
  16402. */
  16403. isReady(): boolean;
  16404. /**
  16405. * Resets the refresh counter of the texture and start bak from scratch.
  16406. * Could be useful to regenerate the texture if it is setup to render only once.
  16407. */
  16408. resetRefreshCounter(): void;
  16409. /**
  16410. * Set the fragment shader to use in order to render the texture.
  16411. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16412. */
  16413. setFragment(fragment: any): void;
  16414. /**
  16415. * Define the refresh rate of the texture or the rendering frequency.
  16416. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16417. */
  16418. refreshRate: number;
  16419. /** @hidden */
  16420. _shouldRender(): boolean;
  16421. /**
  16422. * Get the size the texture is rendering at.
  16423. * @returns the size (texture is always squared)
  16424. */
  16425. getRenderSize(): number;
  16426. /**
  16427. * Resize the texture to new value.
  16428. * @param size Define the new size the texture should have
  16429. * @param generateMipMaps Define whether the new texture should create mip maps
  16430. */
  16431. resize(size: number, generateMipMaps: boolean): void;
  16432. private _checkUniform;
  16433. /**
  16434. * Set a texture in the shader program used to render.
  16435. * @param name Define the name of the uniform samplers as defined in the shader
  16436. * @param texture Define the texture to bind to this sampler
  16437. * @return the texture itself allowing "fluent" like uniform updates
  16438. */
  16439. setTexture(name: string, texture: Texture): ProceduralTexture;
  16440. /**
  16441. * Set a float in the shader.
  16442. * @param name Define the name of the uniform as defined in the shader
  16443. * @param value Define the value to give to the uniform
  16444. * @return the texture itself allowing "fluent" like uniform updates
  16445. */
  16446. setFloat(name: string, value: number): ProceduralTexture;
  16447. /**
  16448. * Set a int in the shader.
  16449. * @param name Define the name of the uniform as defined in the shader
  16450. * @param value Define the value to give to the uniform
  16451. * @return the texture itself allowing "fluent" like uniform updates
  16452. */
  16453. setInt(name: string, value: number): ProceduralTexture;
  16454. /**
  16455. * Set an array of floats in the shader.
  16456. * @param name Define the name of the uniform as defined in the shader
  16457. * @param value Define the value to give to the uniform
  16458. * @return the texture itself allowing "fluent" like uniform updates
  16459. */
  16460. setFloats(name: string, value: number[]): ProceduralTexture;
  16461. /**
  16462. * Set a vec3 in the shader from a Color3.
  16463. * @param name Define the name of the uniform as defined in the shader
  16464. * @param value Define the value to give to the uniform
  16465. * @return the texture itself allowing "fluent" like uniform updates
  16466. */
  16467. setColor3(name: string, value: Color3): ProceduralTexture;
  16468. /**
  16469. * Set a vec4 in the shader from a Color4.
  16470. * @param name Define the name of the uniform as defined in the shader
  16471. * @param value Define the value to give to the uniform
  16472. * @return the texture itself allowing "fluent" like uniform updates
  16473. */
  16474. setColor4(name: string, value: Color4): ProceduralTexture;
  16475. /**
  16476. * Set a vec2 in the shader from a Vector2.
  16477. * @param name Define the name of the uniform as defined in the shader
  16478. * @param value Define the value to give to the uniform
  16479. * @return the texture itself allowing "fluent" like uniform updates
  16480. */
  16481. setVector2(name: string, value: Vector2): ProceduralTexture;
  16482. /**
  16483. * Set a vec3 in the shader from a Vector3.
  16484. * @param name Define the name of the uniform as defined in the shader
  16485. * @param value Define the value to give to the uniform
  16486. * @return the texture itself allowing "fluent" like uniform updates
  16487. */
  16488. setVector3(name: string, value: Vector3): ProceduralTexture;
  16489. /**
  16490. * Set a mat4 in the shader from a MAtrix.
  16491. * @param name Define the name of the uniform as defined in the shader
  16492. * @param value Define the value to give to the uniform
  16493. * @return the texture itself allowing "fluent" like uniform updates
  16494. */
  16495. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16496. /**
  16497. * Render the texture to its associated render target.
  16498. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16499. */
  16500. render(useCameraPostProcess?: boolean): void;
  16501. /**
  16502. * Clone the texture.
  16503. * @returns the cloned texture
  16504. */
  16505. clone(): ProceduralTexture;
  16506. /**
  16507. * Dispose the texture and release its asoociated resources.
  16508. */
  16509. dispose(): void;
  16510. }
  16511. }
  16512. declare module "babylonjs/Particles/baseParticleSystem" {
  16513. import { Nullable } from "babylonjs/types";
  16514. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16515. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16516. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16517. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16518. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16519. import { Scene } from "babylonjs/scene";
  16520. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16521. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16522. import { Texture } from "babylonjs/Materials/Textures/texture";
  16523. import { Color4 } from "babylonjs/Maths/math.color";
  16524. import { Animation } from "babylonjs/Animations/animation";
  16525. /**
  16526. * This represents the base class for particle system in Babylon.
  16527. * 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.
  16528. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16529. * @example https://doc.babylonjs.com/babylon101/particles
  16530. */
  16531. export class BaseParticleSystem {
  16532. /**
  16533. * Source color is added to the destination color without alpha affecting the result
  16534. */
  16535. static BLENDMODE_ONEONE: number;
  16536. /**
  16537. * Blend current color and particle color using particle’s alpha
  16538. */
  16539. static BLENDMODE_STANDARD: number;
  16540. /**
  16541. * Add current color and particle color multiplied by particle’s alpha
  16542. */
  16543. static BLENDMODE_ADD: number;
  16544. /**
  16545. * Multiply current color with particle color
  16546. */
  16547. static BLENDMODE_MULTIPLY: number;
  16548. /**
  16549. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16550. */
  16551. static BLENDMODE_MULTIPLYADD: number;
  16552. /**
  16553. * List of animations used by the particle system.
  16554. */
  16555. animations: Animation[];
  16556. /**
  16557. * The id of the Particle system.
  16558. */
  16559. id: string;
  16560. /**
  16561. * The friendly name of the Particle system.
  16562. */
  16563. name: string;
  16564. /**
  16565. * The rendering group used by the Particle system to chose when to render.
  16566. */
  16567. renderingGroupId: number;
  16568. /**
  16569. * The emitter represents the Mesh or position we are attaching the particle system to.
  16570. */
  16571. emitter: Nullable<AbstractMesh | Vector3>;
  16572. /**
  16573. * The maximum number of particles to emit per frame
  16574. */
  16575. emitRate: number;
  16576. /**
  16577. * If you want to launch only a few particles at once, that can be done, as well.
  16578. */
  16579. manualEmitCount: number;
  16580. /**
  16581. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16582. */
  16583. updateSpeed: number;
  16584. /**
  16585. * The amount of time the particle system is running (depends of the overall update speed).
  16586. */
  16587. targetStopDuration: number;
  16588. /**
  16589. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16590. */
  16591. disposeOnStop: boolean;
  16592. /**
  16593. * Minimum power of emitting particles.
  16594. */
  16595. minEmitPower: number;
  16596. /**
  16597. * Maximum power of emitting particles.
  16598. */
  16599. maxEmitPower: number;
  16600. /**
  16601. * Minimum life time of emitting particles.
  16602. */
  16603. minLifeTime: number;
  16604. /**
  16605. * Maximum life time of emitting particles.
  16606. */
  16607. maxLifeTime: number;
  16608. /**
  16609. * Minimum Size of emitting particles.
  16610. */
  16611. minSize: number;
  16612. /**
  16613. * Maximum Size of emitting particles.
  16614. */
  16615. maxSize: number;
  16616. /**
  16617. * Minimum scale of emitting particles on X axis.
  16618. */
  16619. minScaleX: number;
  16620. /**
  16621. * Maximum scale of emitting particles on X axis.
  16622. */
  16623. maxScaleX: number;
  16624. /**
  16625. * Minimum scale of emitting particles on Y axis.
  16626. */
  16627. minScaleY: number;
  16628. /**
  16629. * Maximum scale of emitting particles on Y axis.
  16630. */
  16631. maxScaleY: number;
  16632. /**
  16633. * Gets or sets the minimal initial rotation in radians.
  16634. */
  16635. minInitialRotation: number;
  16636. /**
  16637. * Gets or sets the maximal initial rotation in radians.
  16638. */
  16639. maxInitialRotation: number;
  16640. /**
  16641. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16642. */
  16643. minAngularSpeed: number;
  16644. /**
  16645. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16646. */
  16647. maxAngularSpeed: number;
  16648. /**
  16649. * The texture used to render each particle. (this can be a spritesheet)
  16650. */
  16651. particleTexture: Nullable<Texture>;
  16652. /**
  16653. * The layer mask we are rendering the particles through.
  16654. */
  16655. layerMask: number;
  16656. /**
  16657. * This can help using your own shader to render the particle system.
  16658. * The according effect will be created
  16659. */
  16660. customShader: any;
  16661. /**
  16662. * By default particle system starts as soon as they are created. This prevents the
  16663. * automatic start to happen and let you decide when to start emitting particles.
  16664. */
  16665. preventAutoStart: boolean;
  16666. private _noiseTexture;
  16667. /**
  16668. * Gets or sets a texture used to add random noise to particle positions
  16669. */
  16670. noiseTexture: Nullable<ProceduralTexture>;
  16671. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16672. noiseStrength: Vector3;
  16673. /**
  16674. * Callback triggered when the particle animation is ending.
  16675. */
  16676. onAnimationEnd: Nullable<() => void>;
  16677. /**
  16678. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16679. */
  16680. blendMode: number;
  16681. /**
  16682. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16683. * to override the particles.
  16684. */
  16685. forceDepthWrite: boolean;
  16686. /** 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 */
  16687. preWarmCycles: number;
  16688. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16689. preWarmStepOffset: number;
  16690. /**
  16691. * 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)
  16692. */
  16693. spriteCellChangeSpeed: number;
  16694. /**
  16695. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16696. */
  16697. startSpriteCellID: number;
  16698. /**
  16699. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16700. */
  16701. endSpriteCellID: number;
  16702. /**
  16703. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16704. */
  16705. spriteCellWidth: number;
  16706. /**
  16707. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16708. */
  16709. spriteCellHeight: number;
  16710. /**
  16711. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16712. */
  16713. spriteRandomStartCell: boolean;
  16714. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16715. translationPivot: Vector2;
  16716. /** @hidden */
  16717. protected _isAnimationSheetEnabled: boolean;
  16718. /**
  16719. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16720. */
  16721. beginAnimationOnStart: boolean;
  16722. /**
  16723. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16724. */
  16725. beginAnimationFrom: number;
  16726. /**
  16727. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16728. */
  16729. beginAnimationTo: number;
  16730. /**
  16731. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16732. */
  16733. beginAnimationLoop: boolean;
  16734. /**
  16735. * Gets or sets a world offset applied to all particles
  16736. */
  16737. worldOffset: Vector3;
  16738. /**
  16739. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16740. */
  16741. isAnimationSheetEnabled: boolean;
  16742. /**
  16743. * Get hosting scene
  16744. * @returns the scene
  16745. */
  16746. getScene(): Scene;
  16747. /**
  16748. * You can use gravity if you want to give an orientation to your particles.
  16749. */
  16750. gravity: Vector3;
  16751. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16752. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16753. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16754. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16755. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16756. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16757. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16758. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16759. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16760. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16761. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16762. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16763. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16764. /**
  16765. * Defines the delay in milliseconds before starting the system (0 by default)
  16766. */
  16767. startDelay: number;
  16768. /**
  16769. * Gets the current list of drag gradients.
  16770. * You must use addDragGradient and removeDragGradient to udpate this list
  16771. * @returns the list of drag gradients
  16772. */
  16773. getDragGradients(): Nullable<Array<FactorGradient>>;
  16774. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16775. limitVelocityDamping: number;
  16776. /**
  16777. * Gets the current list of limit velocity gradients.
  16778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16779. * @returns the list of limit velocity gradients
  16780. */
  16781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16782. /**
  16783. * Gets the current list of color gradients.
  16784. * You must use addColorGradient and removeColorGradient to udpate this list
  16785. * @returns the list of color gradients
  16786. */
  16787. getColorGradients(): Nullable<Array<ColorGradient>>;
  16788. /**
  16789. * Gets the current list of size gradients.
  16790. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16791. * @returns the list of size gradients
  16792. */
  16793. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16794. /**
  16795. * Gets the current list of color remap gradients.
  16796. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16797. * @returns the list of color remap gradients
  16798. */
  16799. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16800. /**
  16801. * Gets the current list of alpha remap gradients.
  16802. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16803. * @returns the list of alpha remap gradients
  16804. */
  16805. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16806. /**
  16807. * Gets the current list of life time gradients.
  16808. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16809. * @returns the list of life time gradients
  16810. */
  16811. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16812. /**
  16813. * Gets the current list of angular speed gradients.
  16814. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16815. * @returns the list of angular speed gradients
  16816. */
  16817. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16818. /**
  16819. * Gets the current list of velocity gradients.
  16820. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16821. * @returns the list of velocity gradients
  16822. */
  16823. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16824. /**
  16825. * Gets the current list of start size gradients.
  16826. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16827. * @returns the list of start size gradients
  16828. */
  16829. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16830. /**
  16831. * Gets the current list of emit rate gradients.
  16832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16833. * @returns the list of emit rate gradients
  16834. */
  16835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16836. /**
  16837. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16838. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16839. */
  16840. direction1: Vector3;
  16841. /**
  16842. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16843. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16844. */
  16845. direction2: Vector3;
  16846. /**
  16847. * 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.
  16848. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16849. */
  16850. minEmitBox: Vector3;
  16851. /**
  16852. * 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.
  16853. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16854. */
  16855. maxEmitBox: Vector3;
  16856. /**
  16857. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16858. */
  16859. color1: Color4;
  16860. /**
  16861. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16862. */
  16863. color2: Color4;
  16864. /**
  16865. * Color the particle will have at the end of its lifetime
  16866. */
  16867. colorDead: Color4;
  16868. /**
  16869. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16870. */
  16871. textureMask: Color4;
  16872. /**
  16873. * The particle emitter type defines the emitter used by the particle system.
  16874. * It can be for example box, sphere, or cone...
  16875. */
  16876. particleEmitterType: IParticleEmitterType;
  16877. /** @hidden */
  16878. _isSubEmitter: boolean;
  16879. /**
  16880. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16881. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16882. */
  16883. billboardMode: number;
  16884. protected _isBillboardBased: boolean;
  16885. /**
  16886. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16887. */
  16888. isBillboardBased: boolean;
  16889. /**
  16890. * The scene the particle system belongs to.
  16891. */
  16892. protected _scene: Scene;
  16893. /**
  16894. * Local cache of defines for image processing.
  16895. */
  16896. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16897. /**
  16898. * Default configuration related to image processing available in the standard Material.
  16899. */
  16900. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16901. /**
  16902. * Gets the image processing configuration used either in this material.
  16903. */
  16904. /**
  16905. * Sets the Default image processing configuration used either in the this material.
  16906. *
  16907. * If sets to null, the scene one is in use.
  16908. */
  16909. imageProcessingConfiguration: ImageProcessingConfiguration;
  16910. /**
  16911. * Attaches a new image processing configuration to the Standard Material.
  16912. * @param configuration
  16913. */
  16914. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16915. /** @hidden */
  16916. protected _reset(): void;
  16917. /** @hidden */
  16918. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16919. /**
  16920. * Instantiates a particle system.
  16921. * 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.
  16922. * @param name The name of the particle system
  16923. */
  16924. constructor(name: string);
  16925. /**
  16926. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16927. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16928. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16929. * @returns the emitter
  16930. */
  16931. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16932. /**
  16933. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16934. * @param radius The radius of the hemisphere to emit from
  16935. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16936. * @returns the emitter
  16937. */
  16938. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16939. /**
  16940. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16941. * @param radius The radius of the sphere to emit from
  16942. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16943. * @returns the emitter
  16944. */
  16945. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16946. /**
  16947. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16948. * @param radius The radius of the sphere to emit from
  16949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16951. * @returns the emitter
  16952. */
  16953. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16954. /**
  16955. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16956. * @param radius The radius of the emission cylinder
  16957. * @param height The height of the emission cylinder
  16958. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16959. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16960. * @returns the emitter
  16961. */
  16962. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16963. /**
  16964. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16965. * @param radius The radius of the cylinder to emit from
  16966. * @param height The height of the emission cylinder
  16967. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16970. * @returns the emitter
  16971. */
  16972. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16975. * @param radius The radius of the cone to emit from
  16976. * @param angle The base angle of the cone
  16977. * @returns the emitter
  16978. */
  16979. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16980. /**
  16981. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  16982. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16983. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16984. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16985. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16986. * @returns the emitter
  16987. */
  16988. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  16989. }
  16990. }
  16991. declare module "babylonjs/Particles/subEmitter" {
  16992. import { Scene } from "babylonjs/scene";
  16993. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  16994. /**
  16995. * Type of sub emitter
  16996. */
  16997. export enum SubEmitterType {
  16998. /**
  16999. * Attached to the particle over it's lifetime
  17000. */
  17001. ATTACHED = 0,
  17002. /**
  17003. * Created when the particle dies
  17004. */
  17005. END = 1
  17006. }
  17007. /**
  17008. * Sub emitter class used to emit particles from an existing particle
  17009. */
  17010. export class SubEmitter {
  17011. /**
  17012. * the particle system to be used by the sub emitter
  17013. */
  17014. particleSystem: ParticleSystem;
  17015. /**
  17016. * Type of the submitter (Default: END)
  17017. */
  17018. type: SubEmitterType;
  17019. /**
  17020. * 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)
  17021. * Note: This only is supported when using an emitter of type Mesh
  17022. */
  17023. inheritDirection: boolean;
  17024. /**
  17025. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17026. */
  17027. inheritedVelocityAmount: number;
  17028. /**
  17029. * Creates a sub emitter
  17030. * @param particleSystem the particle system to be used by the sub emitter
  17031. */
  17032. constructor(
  17033. /**
  17034. * the particle system to be used by the sub emitter
  17035. */
  17036. particleSystem: ParticleSystem);
  17037. /**
  17038. * Clones the sub emitter
  17039. * @returns the cloned sub emitter
  17040. */
  17041. clone(): SubEmitter;
  17042. /**
  17043. * Serialize current object to a JSON object
  17044. * @returns the serialized object
  17045. */
  17046. serialize(): any;
  17047. /** @hidden */
  17048. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17049. /**
  17050. * Creates a new SubEmitter from a serialized JSON version
  17051. * @param serializationObject defines the JSON object to read from
  17052. * @param scene defines the hosting scene
  17053. * @param rootUrl defines the rootUrl for data loading
  17054. * @returns a new SubEmitter
  17055. */
  17056. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17057. /** Release associated resources */
  17058. dispose(): void;
  17059. }
  17060. }
  17061. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17062. /** @hidden */
  17063. export var clipPlaneFragmentDeclaration: {
  17064. name: string;
  17065. shader: string;
  17066. };
  17067. }
  17068. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17069. /** @hidden */
  17070. export var imageProcessingDeclaration: {
  17071. name: string;
  17072. shader: string;
  17073. };
  17074. }
  17075. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17076. /** @hidden */
  17077. export var imageProcessingFunctions: {
  17078. name: string;
  17079. shader: string;
  17080. };
  17081. }
  17082. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17083. /** @hidden */
  17084. export var clipPlaneFragment: {
  17085. name: string;
  17086. shader: string;
  17087. };
  17088. }
  17089. declare module "babylonjs/Shaders/particles.fragment" {
  17090. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17091. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17092. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17093. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17094. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17095. /** @hidden */
  17096. export var particlesPixelShader: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17102. /** @hidden */
  17103. export var clipPlaneVertexDeclaration: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17109. /** @hidden */
  17110. export var clipPlaneVertex: {
  17111. name: string;
  17112. shader: string;
  17113. };
  17114. }
  17115. declare module "babylonjs/Shaders/particles.vertex" {
  17116. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17118. /** @hidden */
  17119. export var particlesVertexShader: {
  17120. name: string;
  17121. shader: string;
  17122. };
  17123. }
  17124. declare module "babylonjs/Particles/particleSystem" {
  17125. import { Nullable } from "babylonjs/types";
  17126. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17127. import { Observable } from "babylonjs/Misc/observable";
  17128. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17129. import { Effect } from "babylonjs/Materials/effect";
  17130. import { Scene, IDisposable } from "babylonjs/scene";
  17131. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17132. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17133. import { Particle } from "babylonjs/Particles/particle";
  17134. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17135. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17136. import "babylonjs/Shaders/particles.fragment";
  17137. import "babylonjs/Shaders/particles.vertex";
  17138. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17139. /**
  17140. * This represents a particle system in Babylon.
  17141. * 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.
  17142. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17143. * @example https://doc.babylonjs.com/babylon101/particles
  17144. */
  17145. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17146. /**
  17147. * Billboard mode will only apply to Y axis
  17148. */
  17149. static readonly BILLBOARDMODE_Y: number;
  17150. /**
  17151. * Billboard mode will apply to all axes
  17152. */
  17153. static readonly BILLBOARDMODE_ALL: number;
  17154. /**
  17155. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17156. */
  17157. static readonly BILLBOARDMODE_STRETCHED: number;
  17158. /**
  17159. * This function can be defined to provide custom update for active particles.
  17160. * This function will be called instead of regular update (age, position, color, etc.).
  17161. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17162. */
  17163. updateFunction: (particles: Particle[]) => void;
  17164. private _emitterWorldMatrix;
  17165. /**
  17166. * This function can be defined to specify initial direction for every new particle.
  17167. * It by default use the emitterType defined function
  17168. */
  17169. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17170. /**
  17171. * This function can be defined to specify initial position for every new particle.
  17172. * It by default use the emitterType defined function
  17173. */
  17174. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17175. /**
  17176. * @hidden
  17177. */
  17178. _inheritedVelocityOffset: Vector3;
  17179. /**
  17180. * An event triggered when the system is disposed
  17181. */
  17182. onDisposeObservable: Observable<ParticleSystem>;
  17183. private _onDisposeObserver;
  17184. /**
  17185. * Sets a callback that will be triggered when the system is disposed
  17186. */
  17187. onDispose: () => void;
  17188. private _particles;
  17189. private _epsilon;
  17190. private _capacity;
  17191. private _stockParticles;
  17192. private _newPartsExcess;
  17193. private _vertexData;
  17194. private _vertexBuffer;
  17195. private _vertexBuffers;
  17196. private _spriteBuffer;
  17197. private _indexBuffer;
  17198. private _effect;
  17199. private _customEffect;
  17200. private _cachedDefines;
  17201. private _scaledColorStep;
  17202. private _colorDiff;
  17203. private _scaledDirection;
  17204. private _scaledGravity;
  17205. private _currentRenderId;
  17206. private _alive;
  17207. private _useInstancing;
  17208. private _started;
  17209. private _stopped;
  17210. private _actualFrame;
  17211. private _scaledUpdateSpeed;
  17212. private _vertexBufferSize;
  17213. /** @hidden */
  17214. _currentEmitRateGradient: Nullable<FactorGradient>;
  17215. /** @hidden */
  17216. _currentEmitRate1: number;
  17217. /** @hidden */
  17218. _currentEmitRate2: number;
  17219. /** @hidden */
  17220. _currentStartSizeGradient: Nullable<FactorGradient>;
  17221. /** @hidden */
  17222. _currentStartSize1: number;
  17223. /** @hidden */
  17224. _currentStartSize2: number;
  17225. private readonly _rawTextureWidth;
  17226. private _rampGradientsTexture;
  17227. private _useRampGradients;
  17228. /** Gets or sets a boolean indicating that ramp gradients must be used
  17229. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17230. */
  17231. useRampGradients: boolean;
  17232. /**
  17233. * 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.
  17234. * 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: [])
  17235. */
  17236. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17237. private _subEmitters;
  17238. /**
  17239. * @hidden
  17240. * If the particle systems emitter should be disposed when the particle system is disposed
  17241. */
  17242. _disposeEmitterOnDispose: boolean;
  17243. /**
  17244. * The current active Sub-systems, this property is used by the root particle system only.
  17245. */
  17246. activeSubSystems: Array<ParticleSystem>;
  17247. private _rootParticleSystem;
  17248. /**
  17249. * Gets the current list of active particles
  17250. */
  17251. readonly particles: Particle[];
  17252. /**
  17253. * Returns the string "ParticleSystem"
  17254. * @returns a string containing the class name
  17255. */
  17256. getClassName(): string;
  17257. /**
  17258. * Instantiates a particle system.
  17259. * 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.
  17260. * @param name The name of the particle system
  17261. * @param capacity The max number of particles alive at the same time
  17262. * @param scene The scene the particle system belongs to
  17263. * @param customEffect a custom effect used to change the way particles are rendered by default
  17264. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17265. * @param epsilon Offset used to render the particles
  17266. */
  17267. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17268. private _addFactorGradient;
  17269. private _removeFactorGradient;
  17270. /**
  17271. * Adds a new life time gradient
  17272. * @param gradient defines the gradient to use (between 0 and 1)
  17273. * @param factor defines the life time factor to affect to the specified gradient
  17274. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17275. * @returns the current particle system
  17276. */
  17277. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17278. /**
  17279. * Remove a specific life time gradient
  17280. * @param gradient defines the gradient to remove
  17281. * @returns the current particle system
  17282. */
  17283. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17284. /**
  17285. * Adds a new size gradient
  17286. * @param gradient defines the gradient to use (between 0 and 1)
  17287. * @param factor defines the size factor to affect to the specified gradient
  17288. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17289. * @returns the current particle system
  17290. */
  17291. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17292. /**
  17293. * Remove a specific size gradient
  17294. * @param gradient defines the gradient to remove
  17295. * @returns the current particle system
  17296. */
  17297. removeSizeGradient(gradient: number): IParticleSystem;
  17298. /**
  17299. * Adds a new color remap gradient
  17300. * @param gradient defines the gradient to use (between 0 and 1)
  17301. * @param min defines the color remap minimal range
  17302. * @param max defines the color remap maximal range
  17303. * @returns the current particle system
  17304. */
  17305. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17306. /**
  17307. * Remove a specific color remap gradient
  17308. * @param gradient defines the gradient to remove
  17309. * @returns the current particle system
  17310. */
  17311. removeColorRemapGradient(gradient: number): IParticleSystem;
  17312. /**
  17313. * Adds a new alpha remap gradient
  17314. * @param gradient defines the gradient to use (between 0 and 1)
  17315. * @param min defines the alpha remap minimal range
  17316. * @param max defines the alpha remap maximal range
  17317. * @returns the current particle system
  17318. */
  17319. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17320. /**
  17321. * Remove a specific alpha remap gradient
  17322. * @param gradient defines the gradient to remove
  17323. * @returns the current particle system
  17324. */
  17325. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17326. /**
  17327. * Adds a new angular speed gradient
  17328. * @param gradient defines the gradient to use (between 0 and 1)
  17329. * @param factor defines the angular speed to affect to the specified gradient
  17330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17331. * @returns the current particle system
  17332. */
  17333. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17334. /**
  17335. * Remove a specific angular speed gradient
  17336. * @param gradient defines the gradient to remove
  17337. * @returns the current particle system
  17338. */
  17339. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17340. /**
  17341. * Adds a new velocity gradient
  17342. * @param gradient defines the gradient to use (between 0 and 1)
  17343. * @param factor defines the velocity to affect to the specified gradient
  17344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17345. * @returns the current particle system
  17346. */
  17347. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17348. /**
  17349. * Remove a specific velocity gradient
  17350. * @param gradient defines the gradient to remove
  17351. * @returns the current particle system
  17352. */
  17353. removeVelocityGradient(gradient: number): IParticleSystem;
  17354. /**
  17355. * Adds a new limit velocity gradient
  17356. * @param gradient defines the gradient to use (between 0 and 1)
  17357. * @param factor defines the limit velocity value to affect to the specified gradient
  17358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17359. * @returns the current particle system
  17360. */
  17361. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17362. /**
  17363. * Remove a specific limit velocity gradient
  17364. * @param gradient defines the gradient to remove
  17365. * @returns the current particle system
  17366. */
  17367. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17368. /**
  17369. * Adds a new drag gradient
  17370. * @param gradient defines the gradient to use (between 0 and 1)
  17371. * @param factor defines the drag value to affect to the specified gradient
  17372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17373. * @returns the current particle system
  17374. */
  17375. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17376. /**
  17377. * Remove a specific drag gradient
  17378. * @param gradient defines the gradient to remove
  17379. * @returns the current particle system
  17380. */
  17381. removeDragGradient(gradient: number): IParticleSystem;
  17382. /**
  17383. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17384. * @param gradient defines the gradient to use (between 0 and 1)
  17385. * @param factor defines the emit rate value to affect to the specified gradient
  17386. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17387. * @returns the current particle system
  17388. */
  17389. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17390. /**
  17391. * Remove a specific emit rate gradient
  17392. * @param gradient defines the gradient to remove
  17393. * @returns the current particle system
  17394. */
  17395. removeEmitRateGradient(gradient: number): IParticleSystem;
  17396. /**
  17397. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17398. * @param gradient defines the gradient to use (between 0 and 1)
  17399. * @param factor defines the start size value to affect to the specified gradient
  17400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17401. * @returns the current particle system
  17402. */
  17403. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17404. /**
  17405. * Remove a specific start size gradient
  17406. * @param gradient defines the gradient to remove
  17407. * @returns the current particle system
  17408. */
  17409. removeStartSizeGradient(gradient: number): IParticleSystem;
  17410. private _createRampGradientTexture;
  17411. /**
  17412. * Gets the current list of ramp gradients.
  17413. * You must use addRampGradient and removeRampGradient to udpate this list
  17414. * @returns the list of ramp gradients
  17415. */
  17416. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17417. /**
  17418. * Adds a new ramp gradient used to remap particle colors
  17419. * @param gradient defines the gradient to use (between 0 and 1)
  17420. * @param color defines the color to affect to the specified gradient
  17421. * @returns the current particle system
  17422. */
  17423. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17424. /**
  17425. * Remove a specific ramp gradient
  17426. * @param gradient defines the gradient to remove
  17427. * @returns the current particle system
  17428. */
  17429. removeRampGradient(gradient: number): ParticleSystem;
  17430. /**
  17431. * Adds a new color gradient
  17432. * @param gradient defines the gradient to use (between 0 and 1)
  17433. * @param color1 defines the color to affect to the specified gradient
  17434. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17435. * @returns this particle system
  17436. */
  17437. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17438. /**
  17439. * Remove a specific color gradient
  17440. * @param gradient defines the gradient to remove
  17441. * @returns this particle system
  17442. */
  17443. removeColorGradient(gradient: number): IParticleSystem;
  17444. private _fetchR;
  17445. protected _reset(): void;
  17446. private _resetEffect;
  17447. private _createVertexBuffers;
  17448. private _createIndexBuffer;
  17449. /**
  17450. * Gets the maximum number of particles active at the same time.
  17451. * @returns The max number of active particles.
  17452. */
  17453. getCapacity(): number;
  17454. /**
  17455. * Gets whether there are still active particles in the system.
  17456. * @returns True if it is alive, otherwise false.
  17457. */
  17458. isAlive(): boolean;
  17459. /**
  17460. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17461. * @returns True if it has been started, otherwise false.
  17462. */
  17463. isStarted(): boolean;
  17464. private _prepareSubEmitterInternalArray;
  17465. /**
  17466. * Starts the particle system and begins to emit
  17467. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17468. */
  17469. start(delay?: number): void;
  17470. /**
  17471. * Stops the particle system.
  17472. * @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.
  17473. */
  17474. stop(stopSubEmitters?: boolean): void;
  17475. /**
  17476. * Remove all active particles
  17477. */
  17478. reset(): void;
  17479. /**
  17480. * @hidden (for internal use only)
  17481. */
  17482. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17483. /**
  17484. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17485. * Its lifetime will start back at 0.
  17486. */
  17487. recycleParticle: (particle: Particle) => void;
  17488. private _stopSubEmitters;
  17489. private _createParticle;
  17490. private _removeFromRoot;
  17491. private _emitFromParticle;
  17492. private _update;
  17493. /** @hidden */
  17494. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17495. /** @hidden */
  17496. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17497. /** @hidden */
  17498. private _getEffect;
  17499. /**
  17500. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17501. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17502. */
  17503. animate(preWarmOnly?: boolean): void;
  17504. private _appendParticleVertices;
  17505. /**
  17506. * Rebuilds the particle system.
  17507. */
  17508. rebuild(): void;
  17509. /**
  17510. * Is this system ready to be used/rendered
  17511. * @return true if the system is ready
  17512. */
  17513. isReady(): boolean;
  17514. private _render;
  17515. /**
  17516. * Renders the particle system in its current state.
  17517. * @returns the current number of particles
  17518. */
  17519. render(): number;
  17520. /**
  17521. * Disposes the particle system and free the associated resources
  17522. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17523. */
  17524. dispose(disposeTexture?: boolean): void;
  17525. /**
  17526. * Clones the particle system.
  17527. * @param name The name of the cloned object
  17528. * @param newEmitter The new emitter to use
  17529. * @returns the cloned particle system
  17530. */
  17531. clone(name: string, newEmitter: any): ParticleSystem;
  17532. /**
  17533. * Serializes the particle system to a JSON object.
  17534. * @returns the JSON object
  17535. */
  17536. serialize(): any;
  17537. /** @hidden */
  17538. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17539. /** @hidden */
  17540. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17541. /**
  17542. * Parses a JSON object to create a particle system.
  17543. * @param parsedParticleSystem The JSON object to parse
  17544. * @param scene The scene to create the particle system in
  17545. * @param rootUrl The root url to use to load external dependencies like texture
  17546. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17547. * @returns the Parsed particle system
  17548. */
  17549. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17550. }
  17551. }
  17552. declare module "babylonjs/Particles/particle" {
  17553. import { Nullable } from "babylonjs/types";
  17554. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17555. import { Color4 } from "babylonjs/Maths/math.color";
  17556. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17557. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17558. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17559. /**
  17560. * A particle represents one of the element emitted by a particle system.
  17561. * This is mainly define by its coordinates, direction, velocity and age.
  17562. */
  17563. export class Particle {
  17564. /**
  17565. * The particle system the particle belongs to.
  17566. */
  17567. particleSystem: ParticleSystem;
  17568. private static _Count;
  17569. /**
  17570. * Unique ID of the particle
  17571. */
  17572. id: number;
  17573. /**
  17574. * The world position of the particle in the scene.
  17575. */
  17576. position: Vector3;
  17577. /**
  17578. * The world direction of the particle in the scene.
  17579. */
  17580. direction: Vector3;
  17581. /**
  17582. * The color of the particle.
  17583. */
  17584. color: Color4;
  17585. /**
  17586. * The color change of the particle per step.
  17587. */
  17588. colorStep: Color4;
  17589. /**
  17590. * Defines how long will the life of the particle be.
  17591. */
  17592. lifeTime: number;
  17593. /**
  17594. * The current age of the particle.
  17595. */
  17596. age: number;
  17597. /**
  17598. * The current size of the particle.
  17599. */
  17600. size: number;
  17601. /**
  17602. * The current scale of the particle.
  17603. */
  17604. scale: Vector2;
  17605. /**
  17606. * The current angle of the particle.
  17607. */
  17608. angle: number;
  17609. /**
  17610. * Defines how fast is the angle changing.
  17611. */
  17612. angularSpeed: number;
  17613. /**
  17614. * Defines the cell index used by the particle to be rendered from a sprite.
  17615. */
  17616. cellIndex: number;
  17617. /**
  17618. * The information required to support color remapping
  17619. */
  17620. remapData: Vector4;
  17621. /** @hidden */
  17622. _randomCellOffset?: number;
  17623. /** @hidden */
  17624. _initialDirection: Nullable<Vector3>;
  17625. /** @hidden */
  17626. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17627. /** @hidden */
  17628. _initialStartSpriteCellID: number;
  17629. /** @hidden */
  17630. _initialEndSpriteCellID: number;
  17631. /** @hidden */
  17632. _currentColorGradient: Nullable<ColorGradient>;
  17633. /** @hidden */
  17634. _currentColor1: Color4;
  17635. /** @hidden */
  17636. _currentColor2: Color4;
  17637. /** @hidden */
  17638. _currentSizeGradient: Nullable<FactorGradient>;
  17639. /** @hidden */
  17640. _currentSize1: number;
  17641. /** @hidden */
  17642. _currentSize2: number;
  17643. /** @hidden */
  17644. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17645. /** @hidden */
  17646. _currentAngularSpeed1: number;
  17647. /** @hidden */
  17648. _currentAngularSpeed2: number;
  17649. /** @hidden */
  17650. _currentVelocityGradient: Nullable<FactorGradient>;
  17651. /** @hidden */
  17652. _currentVelocity1: number;
  17653. /** @hidden */
  17654. _currentVelocity2: number;
  17655. /** @hidden */
  17656. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17657. /** @hidden */
  17658. _currentLimitVelocity1: number;
  17659. /** @hidden */
  17660. _currentLimitVelocity2: number;
  17661. /** @hidden */
  17662. _currentDragGradient: Nullable<FactorGradient>;
  17663. /** @hidden */
  17664. _currentDrag1: number;
  17665. /** @hidden */
  17666. _currentDrag2: number;
  17667. /** @hidden */
  17668. _randomNoiseCoordinates1: Vector3;
  17669. /** @hidden */
  17670. _randomNoiseCoordinates2: Vector3;
  17671. /**
  17672. * Creates a new instance Particle
  17673. * @param particleSystem the particle system the particle belongs to
  17674. */
  17675. constructor(
  17676. /**
  17677. * The particle system the particle belongs to.
  17678. */
  17679. particleSystem: ParticleSystem);
  17680. private updateCellInfoFromSystem;
  17681. /**
  17682. * Defines how the sprite cell index is updated for the particle
  17683. */
  17684. updateCellIndex(): void;
  17685. /** @hidden */
  17686. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17687. /** @hidden */
  17688. _inheritParticleInfoToSubEmitters(): void;
  17689. /** @hidden */
  17690. _reset(): void;
  17691. /**
  17692. * Copy the properties of particle to another one.
  17693. * @param other the particle to copy the information to.
  17694. */
  17695. copyTo(other: Particle): void;
  17696. }
  17697. }
  17698. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17699. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17700. import { Effect } from "babylonjs/Materials/effect";
  17701. import { Particle } from "babylonjs/Particles/particle";
  17702. /**
  17703. * Particle emitter represents a volume emitting particles.
  17704. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17705. */
  17706. export interface IParticleEmitterType {
  17707. /**
  17708. * Called by the particle System when the direction is computed for the created particle.
  17709. * @param worldMatrix is the world matrix of the particle system
  17710. * @param directionToUpdate is the direction vector to update with the result
  17711. * @param particle is the particle we are computed the direction for
  17712. */
  17713. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17714. /**
  17715. * Called by the particle System when the position is computed for the created particle.
  17716. * @param worldMatrix is the world matrix of the particle system
  17717. * @param positionToUpdate is the position vector to update with the result
  17718. * @param particle is the particle we are computed the position for
  17719. */
  17720. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17721. /**
  17722. * Clones the current emitter and returns a copy of it
  17723. * @returns the new emitter
  17724. */
  17725. clone(): IParticleEmitterType;
  17726. /**
  17727. * Called by the GPUParticleSystem to setup the update shader
  17728. * @param effect defines the update shader
  17729. */
  17730. applyToShader(effect: Effect): void;
  17731. /**
  17732. * Returns a string to use to update the GPU particles update shader
  17733. * @returns the effect defines string
  17734. */
  17735. getEffectDefines(): string;
  17736. /**
  17737. * Returns a string representing the class name
  17738. * @returns a string containing the class name
  17739. */
  17740. getClassName(): string;
  17741. /**
  17742. * Serializes the particle system to a JSON object.
  17743. * @returns the JSON object
  17744. */
  17745. serialize(): any;
  17746. /**
  17747. * Parse properties from a JSON object
  17748. * @param serializationObject defines the JSON object
  17749. */
  17750. parse(serializationObject: any): void;
  17751. }
  17752. }
  17753. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17754. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17755. import { Effect } from "babylonjs/Materials/effect";
  17756. import { Particle } from "babylonjs/Particles/particle";
  17757. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17758. /**
  17759. * Particle emitter emitting particles from the inside of a box.
  17760. * It emits the particles randomly between 2 given directions.
  17761. */
  17762. export class BoxParticleEmitter implements IParticleEmitterType {
  17763. /**
  17764. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17765. */
  17766. direction1: Vector3;
  17767. /**
  17768. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17769. */
  17770. direction2: Vector3;
  17771. /**
  17772. * 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.
  17773. */
  17774. minEmitBox: Vector3;
  17775. /**
  17776. * 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.
  17777. */
  17778. maxEmitBox: Vector3;
  17779. /**
  17780. * Creates a new instance BoxParticleEmitter
  17781. */
  17782. constructor();
  17783. /**
  17784. * Called by the particle System when the direction is computed for the created particle.
  17785. * @param worldMatrix is the world matrix of the particle system
  17786. * @param directionToUpdate is the direction vector to update with the result
  17787. * @param particle is the particle we are computed the direction for
  17788. */
  17789. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17790. /**
  17791. * Called by the particle System when the position is computed for the created particle.
  17792. * @param worldMatrix is the world matrix of the particle system
  17793. * @param positionToUpdate is the position vector to update with the result
  17794. * @param particle is the particle we are computed the position for
  17795. */
  17796. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17797. /**
  17798. * Clones the current emitter and returns a copy of it
  17799. * @returns the new emitter
  17800. */
  17801. clone(): BoxParticleEmitter;
  17802. /**
  17803. * Called by the GPUParticleSystem to setup the update shader
  17804. * @param effect defines the update shader
  17805. */
  17806. applyToShader(effect: Effect): void;
  17807. /**
  17808. * Returns a string to use to update the GPU particles update shader
  17809. * @returns a string containng the defines string
  17810. */
  17811. getEffectDefines(): string;
  17812. /**
  17813. * Returns the string "BoxParticleEmitter"
  17814. * @returns a string containing the class name
  17815. */
  17816. getClassName(): string;
  17817. /**
  17818. * Serializes the particle system to a JSON object.
  17819. * @returns the JSON object
  17820. */
  17821. serialize(): any;
  17822. /**
  17823. * Parse properties from a JSON object
  17824. * @param serializationObject defines the JSON object
  17825. */
  17826. parse(serializationObject: any): void;
  17827. }
  17828. }
  17829. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17830. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17831. import { Effect } from "babylonjs/Materials/effect";
  17832. import { Particle } from "babylonjs/Particles/particle";
  17833. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17834. /**
  17835. * Particle emitter emitting particles from the inside of a cone.
  17836. * It emits the particles alongside the cone volume from the base to the particle.
  17837. * The emission direction might be randomized.
  17838. */
  17839. export class ConeParticleEmitter implements IParticleEmitterType {
  17840. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17841. directionRandomizer: number;
  17842. private _radius;
  17843. private _angle;
  17844. private _height;
  17845. /**
  17846. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17847. */
  17848. radiusRange: number;
  17849. /**
  17850. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17851. */
  17852. heightRange: number;
  17853. /**
  17854. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17855. */
  17856. emitFromSpawnPointOnly: boolean;
  17857. /**
  17858. * Gets or sets the radius of the emission cone
  17859. */
  17860. radius: number;
  17861. /**
  17862. * Gets or sets the angle of the emission cone
  17863. */
  17864. angle: number;
  17865. private _buildHeight;
  17866. /**
  17867. * Creates a new instance ConeParticleEmitter
  17868. * @param radius the radius of the emission cone (1 by default)
  17869. * @param angle the cone base angle (PI by default)
  17870. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17871. */
  17872. constructor(radius?: number, angle?: number,
  17873. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17874. directionRandomizer?: number);
  17875. /**
  17876. * Called by the particle System when the direction is computed for the created particle.
  17877. * @param worldMatrix is the world matrix of the particle system
  17878. * @param directionToUpdate is the direction vector to update with the result
  17879. * @param particle is the particle we are computed the direction for
  17880. */
  17881. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17882. /**
  17883. * Called by the particle System when the position is computed for the created particle.
  17884. * @param worldMatrix is the world matrix of the particle system
  17885. * @param positionToUpdate is the position vector to update with the result
  17886. * @param particle is the particle we are computed the position for
  17887. */
  17888. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17889. /**
  17890. * Clones the current emitter and returns a copy of it
  17891. * @returns the new emitter
  17892. */
  17893. clone(): ConeParticleEmitter;
  17894. /**
  17895. * Called by the GPUParticleSystem to setup the update shader
  17896. * @param effect defines the update shader
  17897. */
  17898. applyToShader(effect: Effect): void;
  17899. /**
  17900. * Returns a string to use to update the GPU particles update shader
  17901. * @returns a string containng the defines string
  17902. */
  17903. getEffectDefines(): string;
  17904. /**
  17905. * Returns the string "ConeParticleEmitter"
  17906. * @returns a string containing the class name
  17907. */
  17908. getClassName(): string;
  17909. /**
  17910. * Serializes the particle system to a JSON object.
  17911. * @returns the JSON object
  17912. */
  17913. serialize(): any;
  17914. /**
  17915. * Parse properties from a JSON object
  17916. * @param serializationObject defines the JSON object
  17917. */
  17918. parse(serializationObject: any): void;
  17919. }
  17920. }
  17921. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17922. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17923. import { Effect } from "babylonjs/Materials/effect";
  17924. import { Particle } from "babylonjs/Particles/particle";
  17925. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17926. /**
  17927. * Particle emitter emitting particles from the inside of a cylinder.
  17928. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17929. */
  17930. export class CylinderParticleEmitter implements IParticleEmitterType {
  17931. /**
  17932. * The radius of the emission cylinder.
  17933. */
  17934. radius: number;
  17935. /**
  17936. * The height of the emission cylinder.
  17937. */
  17938. height: number;
  17939. /**
  17940. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17941. */
  17942. radiusRange: number;
  17943. /**
  17944. * How much to randomize the particle direction [0-1].
  17945. */
  17946. directionRandomizer: number;
  17947. /**
  17948. * Creates a new instance CylinderParticleEmitter
  17949. * @param radius the radius of the emission cylinder (1 by default)
  17950. * @param height the height of the emission cylinder (1 by default)
  17951. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17952. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17953. */
  17954. constructor(
  17955. /**
  17956. * The radius of the emission cylinder.
  17957. */
  17958. radius?: number,
  17959. /**
  17960. * The height of the emission cylinder.
  17961. */
  17962. height?: number,
  17963. /**
  17964. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17965. */
  17966. radiusRange?: number,
  17967. /**
  17968. * How much to randomize the particle direction [0-1].
  17969. */
  17970. directionRandomizer?: number);
  17971. /**
  17972. * Called by the particle System when the direction is computed for the created particle.
  17973. * @param worldMatrix is the world matrix of the particle system
  17974. * @param directionToUpdate is the direction vector to update with the result
  17975. * @param particle is the particle we are computed the direction for
  17976. */
  17977. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17978. /**
  17979. * Called by the particle System when the position is computed for the created particle.
  17980. * @param worldMatrix is the world matrix of the particle system
  17981. * @param positionToUpdate is the position vector to update with the result
  17982. * @param particle is the particle we are computed the position for
  17983. */
  17984. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17985. /**
  17986. * Clones the current emitter and returns a copy of it
  17987. * @returns the new emitter
  17988. */
  17989. clone(): CylinderParticleEmitter;
  17990. /**
  17991. * Called by the GPUParticleSystem to setup the update shader
  17992. * @param effect defines the update shader
  17993. */
  17994. applyToShader(effect: Effect): void;
  17995. /**
  17996. * Returns a string to use to update the GPU particles update shader
  17997. * @returns a string containng the defines string
  17998. */
  17999. getEffectDefines(): string;
  18000. /**
  18001. * Returns the string "CylinderParticleEmitter"
  18002. * @returns a string containing the class name
  18003. */
  18004. getClassName(): string;
  18005. /**
  18006. * Serializes the particle system to a JSON object.
  18007. * @returns the JSON object
  18008. */
  18009. serialize(): any;
  18010. /**
  18011. * Parse properties from a JSON object
  18012. * @param serializationObject defines the JSON object
  18013. */
  18014. parse(serializationObject: any): void;
  18015. }
  18016. /**
  18017. * Particle emitter emitting particles from the inside of a cylinder.
  18018. * It emits the particles randomly between two vectors.
  18019. */
  18020. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18021. /**
  18022. * The min limit of the emission direction.
  18023. */
  18024. direction1: Vector3;
  18025. /**
  18026. * The max limit of the emission direction.
  18027. */
  18028. direction2: Vector3;
  18029. /**
  18030. * Creates a new instance CylinderDirectedParticleEmitter
  18031. * @param radius the radius of the emission cylinder (1 by default)
  18032. * @param height the height of the emission cylinder (1 by default)
  18033. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18034. * @param direction1 the min limit of the emission direction (up vector by default)
  18035. * @param direction2 the max limit of the emission direction (up vector by default)
  18036. */
  18037. constructor(radius?: number, height?: number, radiusRange?: number,
  18038. /**
  18039. * The min limit of the emission direction.
  18040. */
  18041. direction1?: Vector3,
  18042. /**
  18043. * The max limit of the emission direction.
  18044. */
  18045. direction2?: Vector3);
  18046. /**
  18047. * Called by the particle System when the direction is computed for the created particle.
  18048. * @param worldMatrix is the world matrix of the particle system
  18049. * @param directionToUpdate is the direction vector to update with the result
  18050. * @param particle is the particle we are computed the direction for
  18051. */
  18052. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18053. /**
  18054. * Clones the current emitter and returns a copy of it
  18055. * @returns the new emitter
  18056. */
  18057. clone(): CylinderDirectedParticleEmitter;
  18058. /**
  18059. * Called by the GPUParticleSystem to setup the update shader
  18060. * @param effect defines the update shader
  18061. */
  18062. applyToShader(effect: Effect): void;
  18063. /**
  18064. * Returns a string to use to update the GPU particles update shader
  18065. * @returns a string containng the defines string
  18066. */
  18067. getEffectDefines(): string;
  18068. /**
  18069. * Returns the string "CylinderDirectedParticleEmitter"
  18070. * @returns a string containing the class name
  18071. */
  18072. getClassName(): string;
  18073. /**
  18074. * Serializes the particle system to a JSON object.
  18075. * @returns the JSON object
  18076. */
  18077. serialize(): any;
  18078. /**
  18079. * Parse properties from a JSON object
  18080. * @param serializationObject defines the JSON object
  18081. */
  18082. parse(serializationObject: any): void;
  18083. }
  18084. }
  18085. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18086. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18087. import { Effect } from "babylonjs/Materials/effect";
  18088. import { Particle } from "babylonjs/Particles/particle";
  18089. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18090. /**
  18091. * Particle emitter emitting particles from the inside of a hemisphere.
  18092. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18093. */
  18094. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18095. /**
  18096. * The radius of the emission hemisphere.
  18097. */
  18098. radius: number;
  18099. /**
  18100. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18101. */
  18102. radiusRange: number;
  18103. /**
  18104. * How much to randomize the particle direction [0-1].
  18105. */
  18106. directionRandomizer: number;
  18107. /**
  18108. * Creates a new instance HemisphericParticleEmitter
  18109. * @param radius the radius of the emission hemisphere (1 by default)
  18110. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18111. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18112. */
  18113. constructor(
  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. * Called by the particle System when the direction is computed for the created particle.
  18128. * @param worldMatrix is the world matrix of the particle system
  18129. * @param directionToUpdate is the direction vector to update with the result
  18130. * @param particle is the particle we are computed the direction for
  18131. */
  18132. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18133. /**
  18134. * Called by the particle System when the position is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param positionToUpdate is the position vector to update with the result
  18137. * @param particle is the particle we are computed the position for
  18138. */
  18139. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Clones the current emitter and returns a copy of it
  18142. * @returns the new emitter
  18143. */
  18144. clone(): HemisphericParticleEmitter;
  18145. /**
  18146. * Called by the GPUParticleSystem to setup the update shader
  18147. * @param effect defines the update shader
  18148. */
  18149. applyToShader(effect: Effect): void;
  18150. /**
  18151. * Returns a string to use to update the GPU particles update shader
  18152. * @returns a string containng the defines string
  18153. */
  18154. getEffectDefines(): string;
  18155. /**
  18156. * Returns the string "HemisphericParticleEmitter"
  18157. * @returns a string containing the class name
  18158. */
  18159. getClassName(): string;
  18160. /**
  18161. * Serializes the particle system to a JSON object.
  18162. * @returns the JSON object
  18163. */
  18164. serialize(): any;
  18165. /**
  18166. * Parse properties from a JSON object
  18167. * @param serializationObject defines the JSON object
  18168. */
  18169. parse(serializationObject: any): void;
  18170. }
  18171. }
  18172. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18173. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18174. import { Effect } from "babylonjs/Materials/effect";
  18175. import { Particle } from "babylonjs/Particles/particle";
  18176. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18177. /**
  18178. * Particle emitter emitting particles from a point.
  18179. * It emits the particles randomly between 2 given directions.
  18180. */
  18181. export class PointParticleEmitter implements IParticleEmitterType {
  18182. /**
  18183. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18184. */
  18185. direction1: Vector3;
  18186. /**
  18187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18188. */
  18189. direction2: Vector3;
  18190. /**
  18191. * Creates a new instance PointParticleEmitter
  18192. */
  18193. constructor();
  18194. /**
  18195. * Called by the particle System when the direction is computed for the created particle.
  18196. * @param worldMatrix is the world matrix of the particle system
  18197. * @param directionToUpdate is the direction vector to update with the result
  18198. * @param particle is the particle we are computed the direction for
  18199. */
  18200. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18201. /**
  18202. * Called by the particle System when the position is computed for the created particle.
  18203. * @param worldMatrix is the world matrix of the particle system
  18204. * @param positionToUpdate is the position vector to update with the result
  18205. * @param particle is the particle we are computed the position for
  18206. */
  18207. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18208. /**
  18209. * Clones the current emitter and returns a copy of it
  18210. * @returns the new emitter
  18211. */
  18212. clone(): PointParticleEmitter;
  18213. /**
  18214. * Called by the GPUParticleSystem to setup the update shader
  18215. * @param effect defines the update shader
  18216. */
  18217. applyToShader(effect: Effect): void;
  18218. /**
  18219. * Returns a string to use to update the GPU particles update shader
  18220. * @returns a string containng the defines string
  18221. */
  18222. getEffectDefines(): string;
  18223. /**
  18224. * Returns the string "PointParticleEmitter"
  18225. * @returns a string containing the class name
  18226. */
  18227. getClassName(): string;
  18228. /**
  18229. * Serializes the particle system to a JSON object.
  18230. * @returns the JSON object
  18231. */
  18232. serialize(): any;
  18233. /**
  18234. * Parse properties from a JSON object
  18235. * @param serializationObject defines the JSON object
  18236. */
  18237. parse(serializationObject: any): void;
  18238. }
  18239. }
  18240. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18241. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18242. import { Effect } from "babylonjs/Materials/effect";
  18243. import { Particle } from "babylonjs/Particles/particle";
  18244. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18245. /**
  18246. * Particle emitter emitting particles from the inside of a sphere.
  18247. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18248. */
  18249. export class SphereParticleEmitter implements IParticleEmitterType {
  18250. /**
  18251. * The radius of the emission sphere.
  18252. */
  18253. radius: number;
  18254. /**
  18255. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * How much to randomize the particle direction [0-1].
  18260. */
  18261. directionRandomizer: number;
  18262. /**
  18263. * Creates a new instance SphereParticleEmitter
  18264. * @param radius the radius of the emission sphere (1 by default)
  18265. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18266. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18267. */
  18268. constructor(
  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. * Called by the particle System when the direction is computed for the created particle.
  18283. * @param worldMatrix is the world matrix of the particle system
  18284. * @param directionToUpdate is the direction vector to update with the result
  18285. * @param particle is the particle we are computed the direction for
  18286. */
  18287. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18288. /**
  18289. * Called by the particle System when the position is computed for the created particle.
  18290. * @param worldMatrix is the world matrix of the particle system
  18291. * @param positionToUpdate is the position vector to update with the result
  18292. * @param particle is the particle we are computed the position for
  18293. */
  18294. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18295. /**
  18296. * Clones the current emitter and returns a copy of it
  18297. * @returns the new emitter
  18298. */
  18299. clone(): SphereParticleEmitter;
  18300. /**
  18301. * Called by the GPUParticleSystem to setup the update shader
  18302. * @param effect defines the update shader
  18303. */
  18304. applyToShader(effect: Effect): void;
  18305. /**
  18306. * Returns a string to use to update the GPU particles update shader
  18307. * @returns a string containng the defines string
  18308. */
  18309. getEffectDefines(): string;
  18310. /**
  18311. * Returns the string "SphereParticleEmitter"
  18312. * @returns a string containing the class name
  18313. */
  18314. getClassName(): string;
  18315. /**
  18316. * Serializes the particle system to a JSON object.
  18317. * @returns the JSON object
  18318. */
  18319. serialize(): any;
  18320. /**
  18321. * Parse properties from a JSON object
  18322. * @param serializationObject defines the JSON object
  18323. */
  18324. parse(serializationObject: any): void;
  18325. }
  18326. /**
  18327. * Particle emitter emitting particles from the inside of a sphere.
  18328. * It emits the particles randomly between two vectors.
  18329. */
  18330. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18331. /**
  18332. * The min limit of the emission direction.
  18333. */
  18334. direction1: Vector3;
  18335. /**
  18336. * The max limit of the emission direction.
  18337. */
  18338. direction2: Vector3;
  18339. /**
  18340. * Creates a new instance SphereDirectedParticleEmitter
  18341. * @param radius the radius of the emission sphere (1 by default)
  18342. * @param direction1 the min limit of the emission direction (up vector by default)
  18343. * @param direction2 the max limit of the emission direction (up vector by default)
  18344. */
  18345. constructor(radius?: number,
  18346. /**
  18347. * The min limit of the emission direction.
  18348. */
  18349. direction1?: Vector3,
  18350. /**
  18351. * The max limit of the emission direction.
  18352. */
  18353. direction2?: Vector3);
  18354. /**
  18355. * Called by the particle System when the direction is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param directionToUpdate is the direction vector to update with the result
  18358. * @param particle is the particle we are computed the direction for
  18359. */
  18360. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): SphereDirectedParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "SphereDirectedParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. }
  18393. declare module "babylonjs/Particles/EmitterTypes/index" {
  18394. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18395. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18396. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18397. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18398. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18399. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18400. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18401. }
  18402. declare module "babylonjs/Particles/IParticleSystem" {
  18403. import { Nullable } from "babylonjs/types";
  18404. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18405. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18407. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18408. import { Texture } from "babylonjs/Materials/Textures/texture";
  18409. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18410. import { Scene } from "babylonjs/scene";
  18411. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18412. import { Animation } from "babylonjs/Animations/animation";
  18413. /**
  18414. * Interface representing a particle system in Babylon.js.
  18415. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18416. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18417. */
  18418. export interface IParticleSystem {
  18419. /**
  18420. * List of animations used by the particle system.
  18421. */
  18422. animations: Animation[];
  18423. /**
  18424. * The id of the Particle system.
  18425. */
  18426. id: string;
  18427. /**
  18428. * The name of the Particle system.
  18429. */
  18430. name: string;
  18431. /**
  18432. * The emitter represents the Mesh or position we are attaching the particle system to.
  18433. */
  18434. emitter: Nullable<AbstractMesh | Vector3>;
  18435. /**
  18436. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18437. */
  18438. isBillboardBased: boolean;
  18439. /**
  18440. * The rendering group used by the Particle system to chose when to render.
  18441. */
  18442. renderingGroupId: number;
  18443. /**
  18444. * The layer mask we are rendering the particles through.
  18445. */
  18446. layerMask: number;
  18447. /**
  18448. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18449. */
  18450. updateSpeed: number;
  18451. /**
  18452. * The amount of time the particle system is running (depends of the overall update speed).
  18453. */
  18454. targetStopDuration: number;
  18455. /**
  18456. * The texture used to render each particle. (this can be a spritesheet)
  18457. */
  18458. particleTexture: Nullable<Texture>;
  18459. /**
  18460. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18461. */
  18462. blendMode: number;
  18463. /**
  18464. * Minimum life time of emitting particles.
  18465. */
  18466. minLifeTime: number;
  18467. /**
  18468. * Maximum life time of emitting particles.
  18469. */
  18470. maxLifeTime: number;
  18471. /**
  18472. * Minimum Size of emitting particles.
  18473. */
  18474. minSize: number;
  18475. /**
  18476. * Maximum Size of emitting particles.
  18477. */
  18478. maxSize: number;
  18479. /**
  18480. * Minimum scale of emitting particles on X axis.
  18481. */
  18482. minScaleX: number;
  18483. /**
  18484. * Maximum scale of emitting particles on X axis.
  18485. */
  18486. maxScaleX: number;
  18487. /**
  18488. * Minimum scale of emitting particles on Y axis.
  18489. */
  18490. minScaleY: number;
  18491. /**
  18492. * Maximum scale of emitting particles on Y axis.
  18493. */
  18494. maxScaleY: number;
  18495. /**
  18496. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18497. */
  18498. color1: Color4;
  18499. /**
  18500. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18501. */
  18502. color2: Color4;
  18503. /**
  18504. * Color the particle will have at the end of its lifetime.
  18505. */
  18506. colorDead: Color4;
  18507. /**
  18508. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18509. */
  18510. emitRate: number;
  18511. /**
  18512. * You can use gravity if you want to give an orientation to your particles.
  18513. */
  18514. gravity: Vector3;
  18515. /**
  18516. * Minimum power of emitting particles.
  18517. */
  18518. minEmitPower: number;
  18519. /**
  18520. * Maximum power of emitting particles.
  18521. */
  18522. maxEmitPower: number;
  18523. /**
  18524. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18525. */
  18526. minAngularSpeed: number;
  18527. /**
  18528. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18529. */
  18530. maxAngularSpeed: number;
  18531. /**
  18532. * Gets or sets the minimal initial rotation in radians.
  18533. */
  18534. minInitialRotation: number;
  18535. /**
  18536. * Gets or sets the maximal initial rotation in radians.
  18537. */
  18538. maxInitialRotation: number;
  18539. /**
  18540. * The particle emitter type defines the emitter used by the particle system.
  18541. * It can be for example box, sphere, or cone...
  18542. */
  18543. particleEmitterType: Nullable<IParticleEmitterType>;
  18544. /**
  18545. * Defines the delay in milliseconds before starting the system (0 by default)
  18546. */
  18547. startDelay: number;
  18548. /**
  18549. * 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
  18550. */
  18551. preWarmCycles: number;
  18552. /**
  18553. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18554. */
  18555. preWarmStepOffset: number;
  18556. /**
  18557. * 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)
  18558. */
  18559. spriteCellChangeSpeed: number;
  18560. /**
  18561. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18562. */
  18563. startSpriteCellID: number;
  18564. /**
  18565. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18566. */
  18567. endSpriteCellID: number;
  18568. /**
  18569. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18570. */
  18571. spriteCellWidth: number;
  18572. /**
  18573. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18574. */
  18575. spriteCellHeight: number;
  18576. /**
  18577. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18578. */
  18579. spriteRandomStartCell: boolean;
  18580. /**
  18581. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18582. */
  18583. isAnimationSheetEnabled: boolean;
  18584. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18585. translationPivot: Vector2;
  18586. /**
  18587. * Gets or sets a texture used to add random noise to particle positions
  18588. */
  18589. noiseTexture: Nullable<BaseTexture>;
  18590. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18591. noiseStrength: Vector3;
  18592. /**
  18593. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18594. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18595. */
  18596. billboardMode: number;
  18597. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18598. limitVelocityDamping: number;
  18599. /**
  18600. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18601. */
  18602. beginAnimationOnStart: boolean;
  18603. /**
  18604. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18605. */
  18606. beginAnimationFrom: number;
  18607. /**
  18608. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18609. */
  18610. beginAnimationTo: number;
  18611. /**
  18612. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18613. */
  18614. beginAnimationLoop: boolean;
  18615. /**
  18616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18617. */
  18618. disposeOnStop: boolean;
  18619. /**
  18620. * Gets the maximum number of particles active at the same time.
  18621. * @returns The max number of active particles.
  18622. */
  18623. getCapacity(): number;
  18624. /**
  18625. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18626. * @returns True if it has been started, otherwise false.
  18627. */
  18628. isStarted(): boolean;
  18629. /**
  18630. * Animates the particle system for this frame.
  18631. */
  18632. animate(): void;
  18633. /**
  18634. * Renders the particle system in its current state.
  18635. * @returns the current number of particles
  18636. */
  18637. render(): number;
  18638. /**
  18639. * Dispose the particle system and frees its associated resources.
  18640. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18641. */
  18642. dispose(disposeTexture?: boolean): void;
  18643. /**
  18644. * Clones the particle system.
  18645. * @param name The name of the cloned object
  18646. * @param newEmitter The new emitter to use
  18647. * @returns the cloned particle system
  18648. */
  18649. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18650. /**
  18651. * Serializes the particle system to a JSON object.
  18652. * @returns the JSON object
  18653. */
  18654. serialize(): any;
  18655. /**
  18656. * Rebuild the particle system
  18657. */
  18658. rebuild(): void;
  18659. /**
  18660. * Starts the particle system and begins to emit
  18661. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18662. */
  18663. start(delay?: number): void;
  18664. /**
  18665. * Stops the particle system.
  18666. */
  18667. stop(): void;
  18668. /**
  18669. * Remove all active particles
  18670. */
  18671. reset(): void;
  18672. /**
  18673. * Is this system ready to be used/rendered
  18674. * @return true if the system is ready
  18675. */
  18676. isReady(): boolean;
  18677. /**
  18678. * Adds a new color gradient
  18679. * @param gradient defines the gradient to use (between 0 and 1)
  18680. * @param color1 defines the color to affect to the specified gradient
  18681. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18682. * @returns the current particle system
  18683. */
  18684. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18685. /**
  18686. * Remove a specific color gradient
  18687. * @param gradient defines the gradient to remove
  18688. * @returns the current particle system
  18689. */
  18690. removeColorGradient(gradient: number): IParticleSystem;
  18691. /**
  18692. * Adds a new size gradient
  18693. * @param gradient defines the gradient to use (between 0 and 1)
  18694. * @param factor defines the size factor to affect to the specified gradient
  18695. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18696. * @returns the current particle system
  18697. */
  18698. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18699. /**
  18700. * Remove a specific size gradient
  18701. * @param gradient defines the gradient to remove
  18702. * @returns the current particle system
  18703. */
  18704. removeSizeGradient(gradient: number): IParticleSystem;
  18705. /**
  18706. * Gets the current list of color gradients.
  18707. * You must use addColorGradient and removeColorGradient to udpate this list
  18708. * @returns the list of color gradients
  18709. */
  18710. getColorGradients(): Nullable<Array<ColorGradient>>;
  18711. /**
  18712. * Gets the current list of size gradients.
  18713. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18714. * @returns the list of size gradients
  18715. */
  18716. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18717. /**
  18718. * Gets the current list of angular speed gradients.
  18719. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18720. * @returns the list of angular speed gradients
  18721. */
  18722. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18723. /**
  18724. * Adds a new angular speed gradient
  18725. * @param gradient defines the gradient to use (between 0 and 1)
  18726. * @param factor defines the angular speed to affect to the specified gradient
  18727. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18728. * @returns the current particle system
  18729. */
  18730. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18731. /**
  18732. * Remove a specific angular speed gradient
  18733. * @param gradient defines the gradient to remove
  18734. * @returns the current particle system
  18735. */
  18736. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18737. /**
  18738. * Gets the current list of velocity gradients.
  18739. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18740. * @returns the list of velocity gradients
  18741. */
  18742. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18743. /**
  18744. * Adds a new velocity gradient
  18745. * @param gradient defines the gradient to use (between 0 and 1)
  18746. * @param factor defines the velocity to affect to the specified gradient
  18747. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18748. * @returns the current particle system
  18749. */
  18750. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18751. /**
  18752. * Remove a specific velocity gradient
  18753. * @param gradient defines the gradient to remove
  18754. * @returns the current particle system
  18755. */
  18756. removeVelocityGradient(gradient: number): IParticleSystem;
  18757. /**
  18758. * Gets the current list of limit velocity gradients.
  18759. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18760. * @returns the list of limit velocity gradients
  18761. */
  18762. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18763. /**
  18764. * Adds a new limit velocity gradient
  18765. * @param gradient defines the gradient to use (between 0 and 1)
  18766. * @param factor defines the limit velocity to affect to the specified gradient
  18767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18768. * @returns the current particle system
  18769. */
  18770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18771. /**
  18772. * Remove a specific limit velocity gradient
  18773. * @param gradient defines the gradient to remove
  18774. * @returns the current particle system
  18775. */
  18776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18777. /**
  18778. * Adds a new drag gradient
  18779. * @param gradient defines the gradient to use (between 0 and 1)
  18780. * @param factor defines the drag to affect to the specified gradient
  18781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18782. * @returns the current particle system
  18783. */
  18784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18785. /**
  18786. * Remove a specific drag gradient
  18787. * @param gradient defines the gradient to remove
  18788. * @returns the current particle system
  18789. */
  18790. removeDragGradient(gradient: number): IParticleSystem;
  18791. /**
  18792. * Gets the current list of drag gradients.
  18793. * You must use addDragGradient and removeDragGradient to udpate this list
  18794. * @returns the list of drag gradients
  18795. */
  18796. getDragGradients(): Nullable<Array<FactorGradient>>;
  18797. /**
  18798. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18799. * @param gradient defines the gradient to use (between 0 and 1)
  18800. * @param factor defines the emit rate to affect to the specified gradient
  18801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18802. * @returns the current particle system
  18803. */
  18804. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18805. /**
  18806. * Remove a specific emit rate gradient
  18807. * @param gradient defines the gradient to remove
  18808. * @returns the current particle system
  18809. */
  18810. removeEmitRateGradient(gradient: number): IParticleSystem;
  18811. /**
  18812. * Gets the current list of emit rate gradients.
  18813. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18814. * @returns the list of emit rate gradients
  18815. */
  18816. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18817. /**
  18818. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18819. * @param gradient defines the gradient to use (between 0 and 1)
  18820. * @param factor defines the start size to affect to the specified gradient
  18821. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18822. * @returns the current particle system
  18823. */
  18824. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18825. /**
  18826. * Remove a specific start size gradient
  18827. * @param gradient defines the gradient to remove
  18828. * @returns the current particle system
  18829. */
  18830. removeStartSizeGradient(gradient: number): IParticleSystem;
  18831. /**
  18832. * Gets the current list of start size gradients.
  18833. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18834. * @returns the list of start size gradients
  18835. */
  18836. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18837. /**
  18838. * Adds a new life time gradient
  18839. * @param gradient defines the gradient to use (between 0 and 1)
  18840. * @param factor defines the life time factor to affect to the specified gradient
  18841. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18842. * @returns the current particle system
  18843. */
  18844. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18845. /**
  18846. * Remove a specific life time gradient
  18847. * @param gradient defines the gradient to remove
  18848. * @returns the current particle system
  18849. */
  18850. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18851. /**
  18852. * Gets the current list of life time gradients.
  18853. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18854. * @returns the list of life time gradients
  18855. */
  18856. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18857. /**
  18858. * Gets the current list of color gradients.
  18859. * You must use addColorGradient and removeColorGradient to udpate this list
  18860. * @returns the list of color gradients
  18861. */
  18862. getColorGradients(): Nullable<Array<ColorGradient>>;
  18863. /**
  18864. * Adds a new ramp gradient used to remap particle colors
  18865. * @param gradient defines the gradient to use (between 0 and 1)
  18866. * @param color defines the color to affect to the specified gradient
  18867. * @returns the current particle system
  18868. */
  18869. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18870. /**
  18871. * Gets the current list of ramp gradients.
  18872. * You must use addRampGradient and removeRampGradient to udpate this list
  18873. * @returns the list of ramp gradients
  18874. */
  18875. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18876. /** Gets or sets a boolean indicating that ramp gradients must be used
  18877. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18878. */
  18879. useRampGradients: boolean;
  18880. /**
  18881. * Adds a new color remap gradient
  18882. * @param gradient defines the gradient to use (between 0 and 1)
  18883. * @param min defines the color remap minimal range
  18884. * @param max defines the color remap maximal range
  18885. * @returns the current particle system
  18886. */
  18887. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of color remap gradients.
  18890. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18891. * @returns the list of color remap gradients
  18892. */
  18893. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new alpha remap gradient
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param min defines the alpha remap minimal range
  18898. * @param max defines the alpha remap maximal range
  18899. * @returns the current particle system
  18900. */
  18901. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18902. /**
  18903. * Gets the current list of alpha remap gradients.
  18904. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18905. * @returns the list of alpha remap gradients
  18906. */
  18907. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18908. /**
  18909. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18910. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18911. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18912. * @returns the emitter
  18913. */
  18914. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18915. /**
  18916. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18917. * @param radius The radius of the hemisphere to emit from
  18918. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18919. * @returns the emitter
  18920. */
  18921. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18922. /**
  18923. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18924. * @param radius The radius of the sphere to emit from
  18925. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18926. * @returns the emitter
  18927. */
  18928. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18929. /**
  18930. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18931. * @param radius The radius of the sphere to emit from
  18932. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18933. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18934. * @returns the emitter
  18935. */
  18936. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18937. /**
  18938. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18939. * @param radius The radius of the emission cylinder
  18940. * @param height The height of the emission cylinder
  18941. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18942. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18943. * @returns the emitter
  18944. */
  18945. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18946. /**
  18947. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18948. * @param radius The radius of the cylinder to emit from
  18949. * @param height The height of the emission cylinder
  18950. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18953. * @returns the emitter
  18954. */
  18955. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18958. * @param radius The radius of the cone to emit from
  18959. * @param angle The base angle of the cone
  18960. * @returns the emitter
  18961. */
  18962. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18963. /**
  18964. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18965. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18966. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18967. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18968. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18969. * @returns the emitter
  18970. */
  18971. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18972. /**
  18973. * Get hosting scene
  18974. * @returns the scene
  18975. */
  18976. getScene(): Scene;
  18977. }
  18978. }
  18979. declare module "babylonjs/Meshes/instancedMesh" {
  18980. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  18981. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18982. import { Camera } from "babylonjs/Cameras/camera";
  18983. import { Node } from "babylonjs/node";
  18984. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18985. import { Mesh } from "babylonjs/Meshes/mesh";
  18986. import { Material } from "babylonjs/Materials/material";
  18987. import { Skeleton } from "babylonjs/Bones/skeleton";
  18988. import { Light } from "babylonjs/Lights/light";
  18989. /**
  18990. * Creates an instance based on a source mesh.
  18991. */
  18992. export class InstancedMesh extends AbstractMesh {
  18993. private _sourceMesh;
  18994. private _currentLOD;
  18995. /** @hidden */
  18996. _indexInSourceMeshInstanceArray: number;
  18997. constructor(name: string, source: Mesh);
  18998. /**
  18999. * Returns the string "InstancedMesh".
  19000. */
  19001. getClassName(): string;
  19002. /** Gets the list of lights affecting that mesh */
  19003. readonly lightSources: Light[];
  19004. _resyncLightSources(): void;
  19005. _resyncLighSource(light: Light): void;
  19006. _removeLightSource(light: Light): void;
  19007. /**
  19008. * If the source mesh receives shadows
  19009. */
  19010. readonly receiveShadows: boolean;
  19011. /**
  19012. * The material of the source mesh
  19013. */
  19014. readonly material: Nullable<Material>;
  19015. /**
  19016. * Visibility of the source mesh
  19017. */
  19018. readonly visibility: number;
  19019. /**
  19020. * Skeleton of the source mesh
  19021. */
  19022. readonly skeleton: Nullable<Skeleton>;
  19023. /**
  19024. * Rendering ground id of the source mesh
  19025. */
  19026. renderingGroupId: number;
  19027. /**
  19028. * Returns the total number of vertices (integer).
  19029. */
  19030. getTotalVertices(): number;
  19031. /**
  19032. * Returns a positive integer : the total number of indices in this mesh geometry.
  19033. * @returns the numner of indices or zero if the mesh has no geometry.
  19034. */
  19035. getTotalIndices(): number;
  19036. /**
  19037. * The source mesh of the instance
  19038. */
  19039. readonly sourceMesh: Mesh;
  19040. /**
  19041. * Is this node ready to be used/rendered
  19042. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19043. * @return {boolean} is it ready
  19044. */
  19045. isReady(completeCheck?: boolean): boolean;
  19046. /**
  19047. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19048. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19049. * @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.
  19050. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19051. */
  19052. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19053. /**
  19054. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19055. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19056. * The `data` are either a numeric array either a Float32Array.
  19057. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19058. * 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).
  19059. * Note that a new underlying VertexBuffer object is created each call.
  19060. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19061. *
  19062. * Possible `kind` values :
  19063. * - VertexBuffer.PositionKind
  19064. * - VertexBuffer.UVKind
  19065. * - VertexBuffer.UV2Kind
  19066. * - VertexBuffer.UV3Kind
  19067. * - VertexBuffer.UV4Kind
  19068. * - VertexBuffer.UV5Kind
  19069. * - VertexBuffer.UV6Kind
  19070. * - VertexBuffer.ColorKind
  19071. * - VertexBuffer.MatricesIndicesKind
  19072. * - VertexBuffer.MatricesIndicesExtraKind
  19073. * - VertexBuffer.MatricesWeightsKind
  19074. * - VertexBuffer.MatricesWeightsExtraKind
  19075. *
  19076. * Returns the Mesh.
  19077. */
  19078. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19079. /**
  19080. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19081. * If the mesh has no geometry, it is simply returned as it is.
  19082. * The `data` are either a numeric array either a Float32Array.
  19083. * No new underlying VertexBuffer object is created.
  19084. * 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.
  19085. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19086. *
  19087. * Possible `kind` values :
  19088. * - VertexBuffer.PositionKind
  19089. * - VertexBuffer.UVKind
  19090. * - VertexBuffer.UV2Kind
  19091. * - VertexBuffer.UV3Kind
  19092. * - VertexBuffer.UV4Kind
  19093. * - VertexBuffer.UV5Kind
  19094. * - VertexBuffer.UV6Kind
  19095. * - VertexBuffer.ColorKind
  19096. * - VertexBuffer.MatricesIndicesKind
  19097. * - VertexBuffer.MatricesIndicesExtraKind
  19098. * - VertexBuffer.MatricesWeightsKind
  19099. * - VertexBuffer.MatricesWeightsExtraKind
  19100. *
  19101. * Returns the Mesh.
  19102. */
  19103. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19104. /**
  19105. * Sets the mesh indices.
  19106. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19107. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19108. * This method creates a new index buffer each call.
  19109. * Returns the Mesh.
  19110. */
  19111. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19112. /**
  19113. * Boolean : True if the mesh owns the requested kind of data.
  19114. */
  19115. isVerticesDataPresent(kind: string): boolean;
  19116. /**
  19117. * Returns an array of indices (IndicesArray).
  19118. */
  19119. getIndices(): Nullable<IndicesArray>;
  19120. readonly _positions: Nullable<Vector3[]>;
  19121. /**
  19122. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19123. * This means the mesh underlying bounding box and sphere are recomputed.
  19124. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19125. * @returns the current mesh
  19126. */
  19127. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19128. /** @hidden */
  19129. _preActivate(): InstancedMesh;
  19130. /** @hidden */
  19131. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19132. /** @hidden */
  19133. _postActivate(): void;
  19134. getWorldMatrix(): Matrix;
  19135. readonly isAnInstance: boolean;
  19136. /**
  19137. * Returns the current associated LOD AbstractMesh.
  19138. */
  19139. getLOD(camera: Camera): AbstractMesh;
  19140. /** @hidden */
  19141. _syncSubMeshes(): InstancedMesh;
  19142. /** @hidden */
  19143. _generatePointsArray(): boolean;
  19144. /**
  19145. * Creates a new InstancedMesh from the current mesh.
  19146. * - name (string) : the cloned mesh name
  19147. * - newParent (optional Node) : the optional Node to parent the clone to.
  19148. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19149. *
  19150. * Returns the clone.
  19151. */
  19152. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19153. /**
  19154. * Disposes the InstancedMesh.
  19155. * Returns nothing.
  19156. */
  19157. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19158. }
  19159. }
  19160. declare module "babylonjs/Materials/shaderMaterial" {
  19161. import { Scene } from "babylonjs/scene";
  19162. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19164. import { Mesh } from "babylonjs/Meshes/mesh";
  19165. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19166. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19167. import { Texture } from "babylonjs/Materials/Textures/texture";
  19168. import { Material } from "babylonjs/Materials/material";
  19169. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19170. /**
  19171. * Defines the options associated with the creation of a shader material.
  19172. */
  19173. export interface IShaderMaterialOptions {
  19174. /**
  19175. * Does the material work in alpha blend mode
  19176. */
  19177. needAlphaBlending: boolean;
  19178. /**
  19179. * Does the material work in alpha test mode
  19180. */
  19181. needAlphaTesting: boolean;
  19182. /**
  19183. * The list of attribute names used in the shader
  19184. */
  19185. attributes: string[];
  19186. /**
  19187. * The list of unifrom names used in the shader
  19188. */
  19189. uniforms: string[];
  19190. /**
  19191. * The list of UBO names used in the shader
  19192. */
  19193. uniformBuffers: string[];
  19194. /**
  19195. * The list of sampler names used in the shader
  19196. */
  19197. samplers: string[];
  19198. /**
  19199. * The list of defines used in the shader
  19200. */
  19201. defines: string[];
  19202. }
  19203. /**
  19204. * 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.
  19205. *
  19206. * This returned material effects how the mesh will look based on the code in the shaders.
  19207. *
  19208. * @see http://doc.babylonjs.com/how_to/shader_material
  19209. */
  19210. export class ShaderMaterial extends Material {
  19211. private _shaderPath;
  19212. private _options;
  19213. private _textures;
  19214. private _textureArrays;
  19215. private _floats;
  19216. private _ints;
  19217. private _floatsArrays;
  19218. private _colors3;
  19219. private _colors3Arrays;
  19220. private _colors4;
  19221. private _colors4Arrays;
  19222. private _vectors2;
  19223. private _vectors3;
  19224. private _vectors4;
  19225. private _matrices;
  19226. private _matrices3x3;
  19227. private _matrices2x2;
  19228. private _vectors2Arrays;
  19229. private _vectors3Arrays;
  19230. private _vectors4Arrays;
  19231. private _cachedWorldViewMatrix;
  19232. private _cachedWorldViewProjectionMatrix;
  19233. private _renderId;
  19234. /**
  19235. * Instantiate a new shader material.
  19236. * 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.
  19237. * This returned material effects how the mesh will look based on the code in the shaders.
  19238. * @see http://doc.babylonjs.com/how_to/shader_material
  19239. * @param name Define the name of the material in the scene
  19240. * @param scene Define the scene the material belongs to
  19241. * @param shaderPath Defines the route to the shader code in one of three ways:
  19242. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19243. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19244. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19245. * @param options Define the options used to create the shader
  19246. */
  19247. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19248. /**
  19249. * Gets the options used to compile the shader.
  19250. * They can be modified to trigger a new compilation
  19251. */
  19252. readonly options: IShaderMaterialOptions;
  19253. /**
  19254. * Gets the current class name of the material e.g. "ShaderMaterial"
  19255. * Mainly use in serialization.
  19256. * @returns the class name
  19257. */
  19258. getClassName(): string;
  19259. /**
  19260. * Specifies if the material will require alpha blending
  19261. * @returns a boolean specifying if alpha blending is needed
  19262. */
  19263. needAlphaBlending(): boolean;
  19264. /**
  19265. * Specifies if this material should be rendered in alpha test mode
  19266. * @returns a boolean specifying if an alpha test is needed.
  19267. */
  19268. needAlphaTesting(): boolean;
  19269. private _checkUniform;
  19270. /**
  19271. * Set a texture in the shader.
  19272. * @param name Define the name of the uniform samplers as defined in the shader
  19273. * @param texture Define the texture to bind to this sampler
  19274. * @return the material itself allowing "fluent" like uniform updates
  19275. */
  19276. setTexture(name: string, texture: Texture): ShaderMaterial;
  19277. /**
  19278. * Set a texture array in the shader.
  19279. * @param name Define the name of the uniform sampler array as defined in the shader
  19280. * @param textures Define the list of textures to bind to this sampler
  19281. * @return the material itself allowing "fluent" like uniform updates
  19282. */
  19283. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19284. /**
  19285. * Set a float in the shader.
  19286. * @param name Define the name of the uniform as defined in the shader
  19287. * @param value Define the value to give to the uniform
  19288. * @return the material itself allowing "fluent" like uniform updates
  19289. */
  19290. setFloat(name: string, value: number): ShaderMaterial;
  19291. /**
  19292. * Set a int in the shader.
  19293. * @param name Define the name of the uniform as defined in the shader
  19294. * @param value Define the value to give to the uniform
  19295. * @return the material itself allowing "fluent" like uniform updates
  19296. */
  19297. setInt(name: string, value: number): ShaderMaterial;
  19298. /**
  19299. * Set an array of floats in the shader.
  19300. * @param name Define the name of the uniform as defined in the shader
  19301. * @param value Define the value to give to the uniform
  19302. * @return the material itself allowing "fluent" like uniform updates
  19303. */
  19304. setFloats(name: string, value: number[]): ShaderMaterial;
  19305. /**
  19306. * Set a vec3 in the shader from a Color3.
  19307. * @param name Define the name of the uniform as defined in the shader
  19308. * @param value Define the value to give to the uniform
  19309. * @return the material itself allowing "fluent" like uniform updates
  19310. */
  19311. setColor3(name: string, value: Color3): ShaderMaterial;
  19312. /**
  19313. * Set a vec3 array in the shader from a Color3 array.
  19314. * @param name Define the name of the uniform as defined in the shader
  19315. * @param value Define the value to give to the uniform
  19316. * @return the material itself allowing "fluent" like uniform updates
  19317. */
  19318. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19319. /**
  19320. * Set a vec4 in the shader from a Color4.
  19321. * @param name Define the name of the uniform as defined in the shader
  19322. * @param value Define the value to give to the uniform
  19323. * @return the material itself allowing "fluent" like uniform updates
  19324. */
  19325. setColor4(name: string, value: Color4): ShaderMaterial;
  19326. /**
  19327. * Set a vec4 array in the shader from a Color4 array.
  19328. * @param name Define the name of the uniform as defined in the shader
  19329. * @param value Define the value to give to the uniform
  19330. * @return the material itself allowing "fluent" like uniform updates
  19331. */
  19332. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19333. /**
  19334. * Set a vec2 in the shader from a Vector2.
  19335. * @param name Define the name of the uniform as defined in the shader
  19336. * @param value Define the value to give to the uniform
  19337. * @return the material itself allowing "fluent" like uniform updates
  19338. */
  19339. setVector2(name: string, value: Vector2): ShaderMaterial;
  19340. /**
  19341. * Set a vec3 in the shader from a Vector3.
  19342. * @param name Define the name of the uniform as defined in the shader
  19343. * @param value Define the value to give to the uniform
  19344. * @return the material itself allowing "fluent" like uniform updates
  19345. */
  19346. setVector3(name: string, value: Vector3): ShaderMaterial;
  19347. /**
  19348. * Set a vec4 in the shader from a Vector4.
  19349. * @param name Define the name of the uniform as defined in the shader
  19350. * @param value Define the value to give to the uniform
  19351. * @return the material itself allowing "fluent" like uniform updates
  19352. */
  19353. setVector4(name: string, value: Vector4): ShaderMaterial;
  19354. /**
  19355. * Set a mat4 in the shader from a Matrix.
  19356. * @param name Define the name of the uniform as defined in the shader
  19357. * @param value Define the value to give to the uniform
  19358. * @return the material itself allowing "fluent" like uniform updates
  19359. */
  19360. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19361. /**
  19362. * Set a mat3 in the shader from a Float32Array.
  19363. * @param name Define the name of the uniform as defined in the shader
  19364. * @param value Define the value to give to the uniform
  19365. * @return the material itself allowing "fluent" like uniform updates
  19366. */
  19367. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19368. /**
  19369. * Set a mat2 in the shader from a Float32Array.
  19370. * @param name Define the name of the uniform as defined in the shader
  19371. * @param value Define the value to give to the uniform
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19375. /**
  19376. * Set a vec2 array in the shader from a number array.
  19377. * @param name Define the name of the uniform as defined in the shader
  19378. * @param value Define the value to give to the uniform
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setArray2(name: string, value: number[]): ShaderMaterial;
  19382. /**
  19383. * Set a vec3 array in the shader from a number array.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setArray3(name: string, value: number[]): ShaderMaterial;
  19389. /**
  19390. * Set a vec4 array in the shader from a number array.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setArray4(name: string, value: number[]): ShaderMaterial;
  19396. private _checkCache;
  19397. /**
  19398. * Specifies that the submesh is ready to be used
  19399. * @param mesh defines the mesh to check
  19400. * @param subMesh defines which submesh to check
  19401. * @param useInstances specifies that instances should be used
  19402. * @returns a boolean indicating that the submesh is ready or not
  19403. */
  19404. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19405. /**
  19406. * Checks if the material is ready to render the requested mesh
  19407. * @param mesh Define the mesh to render
  19408. * @param useInstances Define whether or not the material is used with instances
  19409. * @returns true if ready, otherwise false
  19410. */
  19411. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19412. /**
  19413. * Binds the world matrix to the material
  19414. * @param world defines the world transformation matrix
  19415. */
  19416. bindOnlyWorldMatrix(world: Matrix): void;
  19417. /**
  19418. * Binds the material to the mesh
  19419. * @param world defines the world transformation matrix
  19420. * @param mesh defines the mesh to bind the material to
  19421. */
  19422. bind(world: Matrix, mesh?: Mesh): void;
  19423. /**
  19424. * Gets the active textures from the material
  19425. * @returns an array of textures
  19426. */
  19427. getActiveTextures(): BaseTexture[];
  19428. /**
  19429. * Specifies if the material uses a texture
  19430. * @param texture defines the texture to check against the material
  19431. * @returns a boolean specifying if the material uses the texture
  19432. */
  19433. hasTexture(texture: BaseTexture): boolean;
  19434. /**
  19435. * Makes a duplicate of the material, and gives it a new name
  19436. * @param name defines the new name for the duplicated material
  19437. * @returns the cloned material
  19438. */
  19439. clone(name: string): ShaderMaterial;
  19440. /**
  19441. * Disposes the material
  19442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19445. */
  19446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19447. /**
  19448. * Serializes this material in a JSON representation
  19449. * @returns the serialized material object
  19450. */
  19451. serialize(): any;
  19452. /**
  19453. * Creates a shader material from parsed shader material data
  19454. * @param source defines the JSON represnetation of the material
  19455. * @param scene defines the hosting scene
  19456. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19457. * @returns a new material
  19458. */
  19459. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19460. }
  19461. }
  19462. declare module "babylonjs/Shaders/color.fragment" {
  19463. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19464. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19465. /** @hidden */
  19466. export var colorPixelShader: {
  19467. name: string;
  19468. shader: string;
  19469. };
  19470. }
  19471. declare module "babylonjs/Shaders/color.vertex" {
  19472. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19473. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19474. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19475. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19476. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19477. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19478. /** @hidden */
  19479. export var colorVertexShader: {
  19480. name: string;
  19481. shader: string;
  19482. };
  19483. }
  19484. declare module "babylonjs/Meshes/linesMesh" {
  19485. import { Nullable } from "babylonjs/types";
  19486. import { Scene } from "babylonjs/scene";
  19487. import { Color3 } from "babylonjs/Maths/math.color";
  19488. import { Node } from "babylonjs/node";
  19489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19490. import { Mesh } from "babylonjs/Meshes/mesh";
  19491. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19492. import { Effect } from "babylonjs/Materials/effect";
  19493. import { Material } from "babylonjs/Materials/material";
  19494. import "babylonjs/Shaders/color.fragment";
  19495. import "babylonjs/Shaders/color.vertex";
  19496. /**
  19497. * Line mesh
  19498. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19499. */
  19500. export class LinesMesh extends Mesh {
  19501. /**
  19502. * If vertex color should be applied to the mesh
  19503. */
  19504. readonly useVertexColor?: boolean | undefined;
  19505. /**
  19506. * If vertex alpha should be applied to the mesh
  19507. */
  19508. readonly useVertexAlpha?: boolean | undefined;
  19509. /**
  19510. * Color of the line (Default: White)
  19511. */
  19512. color: Color3;
  19513. /**
  19514. * Alpha of the line (Default: 1)
  19515. */
  19516. alpha: number;
  19517. /**
  19518. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19519. * This margin is expressed in world space coordinates, so its value may vary.
  19520. * Default value is 0.1
  19521. */
  19522. intersectionThreshold: number;
  19523. private _colorShader;
  19524. private color4;
  19525. /**
  19526. * Creates a new LinesMesh
  19527. * @param name defines the name
  19528. * @param scene defines the hosting scene
  19529. * @param parent defines the parent mesh if any
  19530. * @param source defines the optional source LinesMesh used to clone data from
  19531. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19532. * When false, achieved by calling a clone(), also passing False.
  19533. * This will make creation of children, recursive.
  19534. * @param useVertexColor defines if this LinesMesh supports vertex color
  19535. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19536. */
  19537. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19538. /**
  19539. * If vertex color should be applied to the mesh
  19540. */
  19541. useVertexColor?: boolean | undefined,
  19542. /**
  19543. * If vertex alpha should be applied to the mesh
  19544. */
  19545. useVertexAlpha?: boolean | undefined);
  19546. private _addClipPlaneDefine;
  19547. private _removeClipPlaneDefine;
  19548. isReady(): boolean;
  19549. /**
  19550. * Returns the string "LineMesh"
  19551. */
  19552. getClassName(): string;
  19553. /**
  19554. * @hidden
  19555. */
  19556. /**
  19557. * @hidden
  19558. */
  19559. material: Material;
  19560. /**
  19561. * @hidden
  19562. */
  19563. readonly checkCollisions: boolean;
  19564. /** @hidden */
  19565. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19566. /** @hidden */
  19567. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19568. /**
  19569. * Disposes of the line mesh
  19570. * @param doNotRecurse If children should be disposed
  19571. */
  19572. dispose(doNotRecurse?: boolean): void;
  19573. /**
  19574. * Returns a new LineMesh object cloned from the current one.
  19575. */
  19576. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19577. /**
  19578. * Creates a new InstancedLinesMesh object from the mesh model.
  19579. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19580. * @param name defines the name of the new instance
  19581. * @returns a new InstancedLinesMesh
  19582. */
  19583. createInstance(name: string): InstancedLinesMesh;
  19584. }
  19585. /**
  19586. * Creates an instance based on a source LinesMesh
  19587. */
  19588. export class InstancedLinesMesh extends InstancedMesh {
  19589. /**
  19590. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19591. * This margin is expressed in world space coordinates, so its value may vary.
  19592. * Initilized with the intersectionThreshold value of the source LinesMesh
  19593. */
  19594. intersectionThreshold: number;
  19595. constructor(name: string, source: LinesMesh);
  19596. /**
  19597. * Returns the string "InstancedLinesMesh".
  19598. */
  19599. getClassName(): string;
  19600. }
  19601. }
  19602. declare module "babylonjs/Shaders/line.fragment" {
  19603. /** @hidden */
  19604. export var linePixelShader: {
  19605. name: string;
  19606. shader: string;
  19607. };
  19608. }
  19609. declare module "babylonjs/Shaders/line.vertex" {
  19610. /** @hidden */
  19611. export var lineVertexShader: {
  19612. name: string;
  19613. shader: string;
  19614. };
  19615. }
  19616. declare module "babylonjs/Rendering/edgesRenderer" {
  19617. import { Nullable } from "babylonjs/types";
  19618. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19620. import { Vector3 } from "babylonjs/Maths/math.vector";
  19621. import { IDisposable } from "babylonjs/scene";
  19622. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19623. import "babylonjs/Shaders/line.fragment";
  19624. import "babylonjs/Shaders/line.vertex";
  19625. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19626. module "babylonjs/Meshes/abstractMesh" {
  19627. interface AbstractMesh {
  19628. /**
  19629. * Gets the edgesRenderer associated with the mesh
  19630. */
  19631. edgesRenderer: Nullable<EdgesRenderer>;
  19632. }
  19633. }
  19634. module "babylonjs/Meshes/linesMesh" {
  19635. interface LinesMesh {
  19636. /**
  19637. * Enables the edge rendering mode on the mesh.
  19638. * This mode makes the mesh edges visible
  19639. * @param epsilon defines the maximal distance between two angles to detect a face
  19640. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19641. * @returns the currentAbstractMesh
  19642. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19643. */
  19644. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19645. }
  19646. }
  19647. module "babylonjs/Meshes/linesMesh" {
  19648. interface InstancedLinesMesh {
  19649. /**
  19650. * Enables the edge rendering mode on the mesh.
  19651. * This mode makes the mesh edges visible
  19652. * @param epsilon defines the maximal distance between two angles to detect a face
  19653. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19654. * @returns the current InstancedLinesMesh
  19655. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19656. */
  19657. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19658. }
  19659. }
  19660. /**
  19661. * Defines the minimum contract an Edges renderer should follow.
  19662. */
  19663. export interface IEdgesRenderer extends IDisposable {
  19664. /**
  19665. * Gets or sets a boolean indicating if the edgesRenderer is active
  19666. */
  19667. isEnabled: boolean;
  19668. /**
  19669. * Renders the edges of the attached mesh,
  19670. */
  19671. render(): void;
  19672. /**
  19673. * Checks wether or not the edges renderer is ready to render.
  19674. * @return true if ready, otherwise false.
  19675. */
  19676. isReady(): boolean;
  19677. }
  19678. /**
  19679. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19680. */
  19681. export class EdgesRenderer implements IEdgesRenderer {
  19682. /**
  19683. * Define the size of the edges with an orthographic camera
  19684. */
  19685. edgesWidthScalerForOrthographic: number;
  19686. /**
  19687. * Define the size of the edges with a perspective camera
  19688. */
  19689. edgesWidthScalerForPerspective: number;
  19690. protected _source: AbstractMesh;
  19691. protected _linesPositions: number[];
  19692. protected _linesNormals: number[];
  19693. protected _linesIndices: number[];
  19694. protected _epsilon: number;
  19695. protected _indicesCount: number;
  19696. protected _lineShader: ShaderMaterial;
  19697. protected _ib: DataBuffer;
  19698. protected _buffers: {
  19699. [key: string]: Nullable<VertexBuffer>;
  19700. };
  19701. protected _checkVerticesInsteadOfIndices: boolean;
  19702. private _meshRebuildObserver;
  19703. private _meshDisposeObserver;
  19704. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19705. isEnabled: boolean;
  19706. /**
  19707. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19708. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19709. * @param source Mesh used to create edges
  19710. * @param epsilon sum of angles in adjacency to check for edge
  19711. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19712. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19713. */
  19714. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19715. protected _prepareRessources(): void;
  19716. /** @hidden */
  19717. _rebuild(): void;
  19718. /**
  19719. * Releases the required resources for the edges renderer
  19720. */
  19721. dispose(): void;
  19722. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19723. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19724. /**
  19725. * Checks if the pair of p0 and p1 is en edge
  19726. * @param faceIndex
  19727. * @param edge
  19728. * @param faceNormals
  19729. * @param p0
  19730. * @param p1
  19731. * @private
  19732. */
  19733. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19734. /**
  19735. * push line into the position, normal and index buffer
  19736. * @protected
  19737. */
  19738. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19739. /**
  19740. * Generates lines edges from adjacencjes
  19741. * @private
  19742. */
  19743. _generateEdgesLines(): void;
  19744. /**
  19745. * Checks wether or not the edges renderer is ready to render.
  19746. * @return true if ready, otherwise false.
  19747. */
  19748. isReady(): boolean;
  19749. /**
  19750. * Renders the edges of the attached mesh,
  19751. */
  19752. render(): void;
  19753. }
  19754. /**
  19755. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19756. */
  19757. export class LineEdgesRenderer extends EdgesRenderer {
  19758. /**
  19759. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19760. * @param source LineMesh used to generate edges
  19761. * @param epsilon not important (specified angle for edge detection)
  19762. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19763. */
  19764. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19765. /**
  19766. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19767. */
  19768. _generateEdgesLines(): void;
  19769. }
  19770. }
  19771. declare module "babylonjs/Rendering/renderingGroup" {
  19772. import { SmartArray } from "babylonjs/Misc/smartArray";
  19773. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19775. import { Nullable } from "babylonjs/types";
  19776. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19777. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19778. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19779. import { Material } from "babylonjs/Materials/material";
  19780. import { Scene } from "babylonjs/scene";
  19781. /**
  19782. * This represents the object necessary to create a rendering group.
  19783. * This is exclusively used and created by the rendering manager.
  19784. * To modify the behavior, you use the available helpers in your scene or meshes.
  19785. * @hidden
  19786. */
  19787. export class RenderingGroup {
  19788. index: number;
  19789. private static _zeroVector;
  19790. private _scene;
  19791. private _opaqueSubMeshes;
  19792. private _transparentSubMeshes;
  19793. private _alphaTestSubMeshes;
  19794. private _depthOnlySubMeshes;
  19795. private _particleSystems;
  19796. private _spriteManagers;
  19797. private _opaqueSortCompareFn;
  19798. private _alphaTestSortCompareFn;
  19799. private _transparentSortCompareFn;
  19800. private _renderOpaque;
  19801. private _renderAlphaTest;
  19802. private _renderTransparent;
  19803. /** @hidden */
  19804. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19805. onBeforeTransparentRendering: () => void;
  19806. /**
  19807. * Set the opaque sort comparison function.
  19808. * If null the sub meshes will be render in the order they were created
  19809. */
  19810. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19811. /**
  19812. * Set the alpha test sort comparison function.
  19813. * If null the sub meshes will be render in the order they were created
  19814. */
  19815. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19816. /**
  19817. * Set the transparent sort comparison function.
  19818. * If null the sub meshes will be render in the order they were created
  19819. */
  19820. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19821. /**
  19822. * Creates a new rendering group.
  19823. * @param index The rendering group index
  19824. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19825. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19826. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19827. */
  19828. 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>);
  19829. /**
  19830. * Render all the sub meshes contained in the group.
  19831. * @param customRenderFunction Used to override the default render behaviour of the group.
  19832. * @returns true if rendered some submeshes.
  19833. */
  19834. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19835. /**
  19836. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19837. * @param subMeshes The submeshes to render
  19838. */
  19839. private renderOpaqueSorted;
  19840. /**
  19841. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19842. * @param subMeshes The submeshes to render
  19843. */
  19844. private renderAlphaTestSorted;
  19845. /**
  19846. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19847. * @param subMeshes The submeshes to render
  19848. */
  19849. private renderTransparentSorted;
  19850. /**
  19851. * Renders the submeshes in a specified order.
  19852. * @param subMeshes The submeshes to sort before render
  19853. * @param sortCompareFn The comparison function use to sort
  19854. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19855. * @param transparent Specifies to activate blending if true
  19856. */
  19857. private static renderSorted;
  19858. /**
  19859. * Renders the submeshes in the order they were dispatched (no sort applied).
  19860. * @param subMeshes The submeshes to render
  19861. */
  19862. private static renderUnsorted;
  19863. /**
  19864. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19865. * are rendered back to front if in the same alpha index.
  19866. *
  19867. * @param a The first submesh
  19868. * @param b The second submesh
  19869. * @returns The result of the comparison
  19870. */
  19871. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19872. /**
  19873. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19874. * are rendered back to front.
  19875. *
  19876. * @param a The first submesh
  19877. * @param b The second submesh
  19878. * @returns The result of the comparison
  19879. */
  19880. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19881. /**
  19882. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19883. * are rendered front to back (prevent overdraw).
  19884. *
  19885. * @param a The first submesh
  19886. * @param b The second submesh
  19887. * @returns The result of the comparison
  19888. */
  19889. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19890. /**
  19891. * Resets the different lists of submeshes to prepare a new frame.
  19892. */
  19893. prepare(): void;
  19894. dispose(): void;
  19895. /**
  19896. * Inserts the submesh in its correct queue depending on its material.
  19897. * @param subMesh The submesh to dispatch
  19898. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19899. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19900. */
  19901. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19902. dispatchSprites(spriteManager: ISpriteManager): void;
  19903. dispatchParticles(particleSystem: IParticleSystem): void;
  19904. private _renderParticles;
  19905. private _renderSprites;
  19906. }
  19907. }
  19908. declare module "babylonjs/Rendering/renderingManager" {
  19909. import { Nullable } from "babylonjs/types";
  19910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19911. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19912. import { SmartArray } from "babylonjs/Misc/smartArray";
  19913. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19914. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19915. import { Material } from "babylonjs/Materials/material";
  19916. import { Scene } from "babylonjs/scene";
  19917. import { Camera } from "babylonjs/Cameras/camera";
  19918. /**
  19919. * Interface describing the different options available in the rendering manager
  19920. * regarding Auto Clear between groups.
  19921. */
  19922. export interface IRenderingManagerAutoClearSetup {
  19923. /**
  19924. * Defines whether or not autoclear is enable.
  19925. */
  19926. autoClear: boolean;
  19927. /**
  19928. * Defines whether or not to autoclear the depth buffer.
  19929. */
  19930. depth: boolean;
  19931. /**
  19932. * Defines whether or not to autoclear the stencil buffer.
  19933. */
  19934. stencil: boolean;
  19935. }
  19936. /**
  19937. * This class is used by the onRenderingGroupObservable
  19938. */
  19939. export class RenderingGroupInfo {
  19940. /**
  19941. * The Scene that being rendered
  19942. */
  19943. scene: Scene;
  19944. /**
  19945. * The camera currently used for the rendering pass
  19946. */
  19947. camera: Nullable<Camera>;
  19948. /**
  19949. * The ID of the renderingGroup being processed
  19950. */
  19951. renderingGroupId: number;
  19952. }
  19953. /**
  19954. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19955. * It is enable to manage the different groups as well as the different necessary sort functions.
  19956. * This should not be used directly aside of the few static configurations
  19957. */
  19958. export class RenderingManager {
  19959. /**
  19960. * The max id used for rendering groups (not included)
  19961. */
  19962. static MAX_RENDERINGGROUPS: number;
  19963. /**
  19964. * The min id used for rendering groups (included)
  19965. */
  19966. static MIN_RENDERINGGROUPS: number;
  19967. /**
  19968. * Used to globally prevent autoclearing scenes.
  19969. */
  19970. static AUTOCLEAR: boolean;
  19971. /**
  19972. * @hidden
  19973. */
  19974. _useSceneAutoClearSetup: boolean;
  19975. private _scene;
  19976. private _renderingGroups;
  19977. private _depthStencilBufferAlreadyCleaned;
  19978. private _autoClearDepthStencil;
  19979. private _customOpaqueSortCompareFn;
  19980. private _customAlphaTestSortCompareFn;
  19981. private _customTransparentSortCompareFn;
  19982. private _renderingGroupInfo;
  19983. /**
  19984. * Instantiates a new rendering group for a particular scene
  19985. * @param scene Defines the scene the groups belongs to
  19986. */
  19987. constructor(scene: Scene);
  19988. private _clearDepthStencilBuffer;
  19989. /**
  19990. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  19991. * @hidden
  19992. */
  19993. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  19994. /**
  19995. * Resets the different information of the group to prepare a new frame
  19996. * @hidden
  19997. */
  19998. reset(): void;
  19999. /**
  20000. * Dispose and release the group and its associated resources.
  20001. * @hidden
  20002. */
  20003. dispose(): void;
  20004. /**
  20005. * Clear the info related to rendering groups preventing retention points during dispose.
  20006. */
  20007. freeRenderingGroups(): void;
  20008. private _prepareRenderingGroup;
  20009. /**
  20010. * Add a sprite manager to the rendering manager in order to render it this frame.
  20011. * @param spriteManager Define the sprite manager to render
  20012. */
  20013. dispatchSprites(spriteManager: ISpriteManager): void;
  20014. /**
  20015. * Add a particle system to the rendering manager in order to render it this frame.
  20016. * @param particleSystem Define the particle system to render
  20017. */
  20018. dispatchParticles(particleSystem: IParticleSystem): void;
  20019. /**
  20020. * Add a submesh to the manager in order to render it this frame
  20021. * @param subMesh The submesh to dispatch
  20022. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20023. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20024. */
  20025. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20026. /**
  20027. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20028. * This allowed control for front to back rendering or reversly depending of the special needs.
  20029. *
  20030. * @param renderingGroupId The rendering group id corresponding to its index
  20031. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20032. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20033. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20034. */
  20035. 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;
  20036. /**
  20037. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20038. *
  20039. * @param renderingGroupId The rendering group id corresponding to its index
  20040. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20041. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20042. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20043. */
  20044. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20045. /**
  20046. * Gets the current auto clear configuration for one rendering group of the rendering
  20047. * manager.
  20048. * @param index the rendering group index to get the information for
  20049. * @returns The auto clear setup for the requested rendering group
  20050. */
  20051. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20052. }
  20053. }
  20054. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20055. import { Observable } from "babylonjs/Misc/observable";
  20056. import { SmartArray } from "babylonjs/Misc/smartArray";
  20057. import { Nullable } from "babylonjs/types";
  20058. import { Camera } from "babylonjs/Cameras/camera";
  20059. import { Scene } from "babylonjs/scene";
  20060. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20061. import { Color4 } from "babylonjs/Maths/math.color";
  20062. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20064. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20065. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20066. import { Texture } from "babylonjs/Materials/Textures/texture";
  20067. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20068. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20069. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20070. import { Engine } from "babylonjs/Engines/engine";
  20071. /**
  20072. * This Helps creating a texture that will be created from a camera in your scene.
  20073. * It is basically a dynamic texture that could be used to create special effects for instance.
  20074. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20075. */
  20076. export class RenderTargetTexture extends Texture {
  20077. isCube: boolean;
  20078. /**
  20079. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20080. */
  20081. static readonly REFRESHRATE_RENDER_ONCE: number;
  20082. /**
  20083. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20084. */
  20085. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20086. /**
  20087. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20088. * the central point of your effect and can save a lot of performances.
  20089. */
  20090. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20091. /**
  20092. * Use this predicate to dynamically define the list of mesh you want to render.
  20093. * If set, the renderList property will be overwritten.
  20094. */
  20095. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20096. private _renderList;
  20097. /**
  20098. * Use this list to define the list of mesh you want to render.
  20099. */
  20100. renderList: Nullable<Array<AbstractMesh>>;
  20101. private _hookArray;
  20102. /**
  20103. * Define if particles should be rendered in your texture.
  20104. */
  20105. renderParticles: boolean;
  20106. /**
  20107. * Define if sprites should be rendered in your texture.
  20108. */
  20109. renderSprites: boolean;
  20110. /**
  20111. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20112. */
  20113. coordinatesMode: number;
  20114. /**
  20115. * Define the camera used to render the texture.
  20116. */
  20117. activeCamera: Nullable<Camera>;
  20118. /**
  20119. * Override the render function of the texture with your own one.
  20120. */
  20121. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20122. /**
  20123. * Define if camera post processes should be use while rendering the texture.
  20124. */
  20125. useCameraPostProcesses: boolean;
  20126. /**
  20127. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20128. */
  20129. ignoreCameraViewport: boolean;
  20130. private _postProcessManager;
  20131. private _postProcesses;
  20132. private _resizeObserver;
  20133. /**
  20134. * An event triggered when the texture is unbind.
  20135. */
  20136. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20137. /**
  20138. * An event triggered when the texture is unbind.
  20139. */
  20140. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20141. private _onAfterUnbindObserver;
  20142. /**
  20143. * Set a after unbind callback in the texture.
  20144. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20145. */
  20146. onAfterUnbind: () => void;
  20147. /**
  20148. * An event triggered before rendering the texture
  20149. */
  20150. onBeforeRenderObservable: Observable<number>;
  20151. private _onBeforeRenderObserver;
  20152. /**
  20153. * Set a before render callback in the texture.
  20154. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20155. */
  20156. onBeforeRender: (faceIndex: number) => void;
  20157. /**
  20158. * An event triggered after rendering the texture
  20159. */
  20160. onAfterRenderObservable: Observable<number>;
  20161. private _onAfterRenderObserver;
  20162. /**
  20163. * Set a after render callback in the texture.
  20164. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20165. */
  20166. onAfterRender: (faceIndex: number) => void;
  20167. /**
  20168. * An event triggered after the texture clear
  20169. */
  20170. onClearObservable: Observable<Engine>;
  20171. private _onClearObserver;
  20172. /**
  20173. * Set a clear callback in the texture.
  20174. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20175. */
  20176. onClear: (Engine: Engine) => void;
  20177. /**
  20178. * Define the clear color of the Render Target if it should be different from the scene.
  20179. */
  20180. clearColor: Color4;
  20181. protected _size: number | {
  20182. width: number;
  20183. height: number;
  20184. };
  20185. protected _initialSizeParameter: number | {
  20186. width: number;
  20187. height: number;
  20188. } | {
  20189. ratio: number;
  20190. };
  20191. protected _sizeRatio: Nullable<number>;
  20192. /** @hidden */
  20193. _generateMipMaps: boolean;
  20194. protected _renderingManager: RenderingManager;
  20195. /** @hidden */
  20196. _waitingRenderList: string[];
  20197. protected _doNotChangeAspectRatio: boolean;
  20198. protected _currentRefreshId: number;
  20199. protected _refreshRate: number;
  20200. protected _textureMatrix: Matrix;
  20201. protected _samples: number;
  20202. protected _renderTargetOptions: RenderTargetCreationOptions;
  20203. /**
  20204. * Gets render target creation options that were used.
  20205. */
  20206. readonly renderTargetOptions: RenderTargetCreationOptions;
  20207. protected _engine: Engine;
  20208. protected _onRatioRescale(): void;
  20209. /**
  20210. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20211. * It must define where the camera used to render the texture is set
  20212. */
  20213. boundingBoxPosition: Vector3;
  20214. private _boundingBoxSize;
  20215. /**
  20216. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20217. * When defined, the cubemap will switch to local mode
  20218. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20219. * @example https://www.babylonjs-playground.com/#RNASML
  20220. */
  20221. boundingBoxSize: Vector3;
  20222. /**
  20223. * In case the RTT has been created with a depth texture, get the associated
  20224. * depth texture.
  20225. * Otherwise, return null.
  20226. */
  20227. depthStencilTexture: Nullable<InternalTexture>;
  20228. /**
  20229. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20230. * or used a shadow, depth texture...
  20231. * @param name The friendly name of the texture
  20232. * @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)
  20233. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20234. * @param generateMipMaps True if mip maps need to be generated after render.
  20235. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20236. * @param type The type of the buffer in the RTT (int, half float, float...)
  20237. * @param isCube True if a cube texture needs to be created
  20238. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20239. * @param generateDepthBuffer True to generate a depth buffer
  20240. * @param generateStencilBuffer True to generate a stencil buffer
  20241. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20242. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20243. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20244. */
  20245. constructor(name: string, size: number | {
  20246. width: number;
  20247. height: number;
  20248. } | {
  20249. ratio: number;
  20250. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20251. /**
  20252. * Creates a depth stencil texture.
  20253. * This is only available in WebGL 2 or with the depth texture extension available.
  20254. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20255. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20256. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20257. */
  20258. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20259. private _processSizeParameter;
  20260. /**
  20261. * Define the number of samples to use in case of MSAA.
  20262. * It defaults to one meaning no MSAA has been enabled.
  20263. */
  20264. samples: number;
  20265. /**
  20266. * Resets the refresh counter of the texture and start bak from scratch.
  20267. * Could be useful to regenerate the texture if it is setup to render only once.
  20268. */
  20269. resetRefreshCounter(): void;
  20270. /**
  20271. * Define the refresh rate of the texture or the rendering frequency.
  20272. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20273. */
  20274. refreshRate: number;
  20275. /**
  20276. * Adds a post process to the render target rendering passes.
  20277. * @param postProcess define the post process to add
  20278. */
  20279. addPostProcess(postProcess: PostProcess): void;
  20280. /**
  20281. * Clear all the post processes attached to the render target
  20282. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20283. */
  20284. clearPostProcesses(dispose?: boolean): void;
  20285. /**
  20286. * Remove one of the post process from the list of attached post processes to the texture
  20287. * @param postProcess define the post process to remove from the list
  20288. */
  20289. removePostProcess(postProcess: PostProcess): void;
  20290. /** @hidden */
  20291. _shouldRender(): boolean;
  20292. /**
  20293. * Gets the actual render size of the texture.
  20294. * @returns the width of the render size
  20295. */
  20296. getRenderSize(): number;
  20297. /**
  20298. * Gets the actual render width of the texture.
  20299. * @returns the width of the render size
  20300. */
  20301. getRenderWidth(): number;
  20302. /**
  20303. * Gets the actual render height of the texture.
  20304. * @returns the height of the render size
  20305. */
  20306. getRenderHeight(): number;
  20307. /**
  20308. * Get if the texture can be rescaled or not.
  20309. */
  20310. readonly canRescale: boolean;
  20311. /**
  20312. * Resize the texture using a ratio.
  20313. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20314. */
  20315. scale(ratio: number): void;
  20316. /**
  20317. * Get the texture reflection matrix used to rotate/transform the reflection.
  20318. * @returns the reflection matrix
  20319. */
  20320. getReflectionTextureMatrix(): Matrix;
  20321. /**
  20322. * Resize the texture to a new desired size.
  20323. * Be carrefull as it will recreate all the data in the new texture.
  20324. * @param size Define the new size. It can be:
  20325. * - a number for squared texture,
  20326. * - an object containing { width: number, height: number }
  20327. * - or an object containing a ratio { ratio: number }
  20328. */
  20329. resize(size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }): void;
  20335. /**
  20336. * Renders all the objects from the render list into the texture.
  20337. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20338. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20339. */
  20340. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20341. private _bestReflectionRenderTargetDimension;
  20342. /**
  20343. * @hidden
  20344. * @param faceIndex face index to bind to if this is a cubetexture
  20345. */
  20346. _bindFrameBuffer(faceIndex?: number): void;
  20347. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20348. private renderToTarget;
  20349. /**
  20350. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20351. * This allowed control for front to back rendering or reversly depending of the special needs.
  20352. *
  20353. * @param renderingGroupId The rendering group id corresponding to its index
  20354. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20355. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20356. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20357. */
  20358. 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;
  20359. /**
  20360. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20361. *
  20362. * @param renderingGroupId The rendering group id corresponding to its index
  20363. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20364. */
  20365. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20366. /**
  20367. * Clones the texture.
  20368. * @returns the cloned texture
  20369. */
  20370. clone(): RenderTargetTexture;
  20371. /**
  20372. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20373. * @returns The JSON representation of the texture
  20374. */
  20375. serialize(): any;
  20376. /**
  20377. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20378. */
  20379. disposeFramebufferObjects(): void;
  20380. /**
  20381. * Dispose the texture and release its associated resources.
  20382. */
  20383. dispose(): void;
  20384. /** @hidden */
  20385. _rebuild(): void;
  20386. /**
  20387. * Clear the info related to rendering groups preventing retention point in material dispose.
  20388. */
  20389. freeRenderingGroups(): void;
  20390. /**
  20391. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20392. * @returns the view count
  20393. */
  20394. getViewCount(): number;
  20395. }
  20396. }
  20397. declare module "babylonjs/Materials/material" {
  20398. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20399. import { SmartArray } from "babylonjs/Misc/smartArray";
  20400. import { Observable } from "babylonjs/Misc/observable";
  20401. import { Nullable } from "babylonjs/types";
  20402. import { Scene } from "babylonjs/scene";
  20403. import { Matrix } from "babylonjs/Maths/math.vector";
  20404. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20406. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20407. import { Effect } from "babylonjs/Materials/effect";
  20408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20409. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20410. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20411. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20412. import { Mesh } from "babylonjs/Meshes/mesh";
  20413. import { Animation } from "babylonjs/Animations/animation";
  20414. /**
  20415. * Base class for the main features of a material in Babylon.js
  20416. */
  20417. export class Material implements IAnimatable {
  20418. /**
  20419. * Returns the triangle fill mode
  20420. */
  20421. static readonly TriangleFillMode: number;
  20422. /**
  20423. * Returns the wireframe mode
  20424. */
  20425. static readonly WireFrameFillMode: number;
  20426. /**
  20427. * Returns the point fill mode
  20428. */
  20429. static readonly PointFillMode: number;
  20430. /**
  20431. * Returns the point list draw mode
  20432. */
  20433. static readonly PointListDrawMode: number;
  20434. /**
  20435. * Returns the line list draw mode
  20436. */
  20437. static readonly LineListDrawMode: number;
  20438. /**
  20439. * Returns the line loop draw mode
  20440. */
  20441. static readonly LineLoopDrawMode: number;
  20442. /**
  20443. * Returns the line strip draw mode
  20444. */
  20445. static readonly LineStripDrawMode: number;
  20446. /**
  20447. * Returns the triangle strip draw mode
  20448. */
  20449. static readonly TriangleStripDrawMode: number;
  20450. /**
  20451. * Returns the triangle fan draw mode
  20452. */
  20453. static readonly TriangleFanDrawMode: number;
  20454. /**
  20455. * Stores the clock-wise side orientation
  20456. */
  20457. static readonly ClockWiseSideOrientation: number;
  20458. /**
  20459. * Stores the counter clock-wise side orientation
  20460. */
  20461. static readonly CounterClockWiseSideOrientation: number;
  20462. /**
  20463. * The dirty texture flag value
  20464. */
  20465. static readonly TextureDirtyFlag: number;
  20466. /**
  20467. * The dirty light flag value
  20468. */
  20469. static readonly LightDirtyFlag: number;
  20470. /**
  20471. * The dirty fresnel flag value
  20472. */
  20473. static readonly FresnelDirtyFlag: number;
  20474. /**
  20475. * The dirty attribute flag value
  20476. */
  20477. static readonly AttributesDirtyFlag: number;
  20478. /**
  20479. * The dirty misc flag value
  20480. */
  20481. static readonly MiscDirtyFlag: number;
  20482. /**
  20483. * The all dirty flag value
  20484. */
  20485. static readonly AllDirtyFlag: number;
  20486. /**
  20487. * The ID of the material
  20488. */
  20489. id: string;
  20490. /**
  20491. * Gets or sets the unique id of the material
  20492. */
  20493. uniqueId: number;
  20494. /**
  20495. * The name of the material
  20496. */
  20497. name: string;
  20498. /**
  20499. * Gets or sets user defined metadata
  20500. */
  20501. metadata: any;
  20502. /**
  20503. * For internal use only. Please do not use.
  20504. */
  20505. reservedDataStore: any;
  20506. /**
  20507. * Specifies if the ready state should be checked on each call
  20508. */
  20509. checkReadyOnEveryCall: boolean;
  20510. /**
  20511. * Specifies if the ready state should be checked once
  20512. */
  20513. checkReadyOnlyOnce: boolean;
  20514. /**
  20515. * The state of the material
  20516. */
  20517. state: string;
  20518. /**
  20519. * The alpha value of the material
  20520. */
  20521. protected _alpha: number;
  20522. /**
  20523. * List of inspectable custom properties (used by the Inspector)
  20524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20525. */
  20526. inspectableCustomProperties: IInspectable[];
  20527. /**
  20528. * Sets the alpha value of the material
  20529. */
  20530. /**
  20531. * Gets the alpha value of the material
  20532. */
  20533. alpha: number;
  20534. /**
  20535. * Specifies if back face culling is enabled
  20536. */
  20537. protected _backFaceCulling: boolean;
  20538. /**
  20539. * Sets the back-face culling state
  20540. */
  20541. /**
  20542. * Gets the back-face culling state
  20543. */
  20544. backFaceCulling: boolean;
  20545. /**
  20546. * Stores the value for side orientation
  20547. */
  20548. sideOrientation: number;
  20549. /**
  20550. * Callback triggered when the material is compiled
  20551. */
  20552. onCompiled: Nullable<(effect: Effect) => void>;
  20553. /**
  20554. * Callback triggered when an error occurs
  20555. */
  20556. onError: Nullable<(effect: Effect, errors: string) => void>;
  20557. /**
  20558. * Callback triggered to get the render target textures
  20559. */
  20560. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20561. /**
  20562. * Gets a boolean indicating that current material needs to register RTT
  20563. */
  20564. readonly hasRenderTargetTextures: boolean;
  20565. /**
  20566. * Specifies if the material should be serialized
  20567. */
  20568. doNotSerialize: boolean;
  20569. /**
  20570. * @hidden
  20571. */
  20572. _storeEffectOnSubMeshes: boolean;
  20573. /**
  20574. * Stores the animations for the material
  20575. */
  20576. animations: Nullable<Array<Animation>>;
  20577. /**
  20578. * An event triggered when the material is disposed
  20579. */
  20580. onDisposeObservable: Observable<Material>;
  20581. /**
  20582. * An observer which watches for dispose events
  20583. */
  20584. private _onDisposeObserver;
  20585. private _onUnBindObservable;
  20586. /**
  20587. * Called during a dispose event
  20588. */
  20589. onDispose: () => void;
  20590. private _onBindObservable;
  20591. /**
  20592. * An event triggered when the material is bound
  20593. */
  20594. readonly onBindObservable: Observable<AbstractMesh>;
  20595. /**
  20596. * An observer which watches for bind events
  20597. */
  20598. private _onBindObserver;
  20599. /**
  20600. * Called during a bind event
  20601. */
  20602. onBind: (Mesh: AbstractMesh) => void;
  20603. /**
  20604. * An event triggered when the material is unbound
  20605. */
  20606. readonly onUnBindObservable: Observable<Material>;
  20607. /**
  20608. * Stores the value of the alpha mode
  20609. */
  20610. private _alphaMode;
  20611. /**
  20612. * Sets the value of the alpha mode.
  20613. *
  20614. * | Value | Type | Description |
  20615. * | --- | --- | --- |
  20616. * | 0 | ALPHA_DISABLE | |
  20617. * | 1 | ALPHA_ADD | |
  20618. * | 2 | ALPHA_COMBINE | |
  20619. * | 3 | ALPHA_SUBTRACT | |
  20620. * | 4 | ALPHA_MULTIPLY | |
  20621. * | 5 | ALPHA_MAXIMIZED | |
  20622. * | 6 | ALPHA_ONEONE | |
  20623. * | 7 | ALPHA_PREMULTIPLIED | |
  20624. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20625. * | 9 | ALPHA_INTERPOLATE | |
  20626. * | 10 | ALPHA_SCREENMODE | |
  20627. *
  20628. */
  20629. /**
  20630. * Gets the value of the alpha mode
  20631. */
  20632. alphaMode: number;
  20633. /**
  20634. * Stores the state of the need depth pre-pass value
  20635. */
  20636. private _needDepthPrePass;
  20637. /**
  20638. * Sets the need depth pre-pass value
  20639. */
  20640. /**
  20641. * Gets the depth pre-pass value
  20642. */
  20643. needDepthPrePass: boolean;
  20644. /**
  20645. * Specifies if depth writing should be disabled
  20646. */
  20647. disableDepthWrite: boolean;
  20648. /**
  20649. * Specifies if depth writing should be forced
  20650. */
  20651. forceDepthWrite: boolean;
  20652. /**
  20653. * Specifies if there should be a separate pass for culling
  20654. */
  20655. separateCullingPass: boolean;
  20656. /**
  20657. * Stores the state specifing if fog should be enabled
  20658. */
  20659. private _fogEnabled;
  20660. /**
  20661. * Sets the state for enabling fog
  20662. */
  20663. /**
  20664. * Gets the value of the fog enabled state
  20665. */
  20666. fogEnabled: boolean;
  20667. /**
  20668. * Stores the size of points
  20669. */
  20670. pointSize: number;
  20671. /**
  20672. * Stores the z offset value
  20673. */
  20674. zOffset: number;
  20675. /**
  20676. * Gets a value specifying if wireframe mode is enabled
  20677. */
  20678. /**
  20679. * Sets the state of wireframe mode
  20680. */
  20681. wireframe: boolean;
  20682. /**
  20683. * Gets the value specifying if point clouds are enabled
  20684. */
  20685. /**
  20686. * Sets the state of point cloud mode
  20687. */
  20688. pointsCloud: boolean;
  20689. /**
  20690. * Gets the material fill mode
  20691. */
  20692. /**
  20693. * Sets the material fill mode
  20694. */
  20695. fillMode: number;
  20696. /**
  20697. * @hidden
  20698. * Stores the effects for the material
  20699. */
  20700. _effect: Nullable<Effect>;
  20701. /**
  20702. * @hidden
  20703. * Specifies if the material was previously ready
  20704. */
  20705. _wasPreviouslyReady: boolean;
  20706. /**
  20707. * Specifies if uniform buffers should be used
  20708. */
  20709. private _useUBO;
  20710. /**
  20711. * Stores a reference to the scene
  20712. */
  20713. private _scene;
  20714. /**
  20715. * Stores the fill mode state
  20716. */
  20717. private _fillMode;
  20718. /**
  20719. * Specifies if the depth write state should be cached
  20720. */
  20721. private _cachedDepthWriteState;
  20722. /**
  20723. * Stores the uniform buffer
  20724. */
  20725. protected _uniformBuffer: UniformBuffer;
  20726. /** @hidden */
  20727. _indexInSceneMaterialArray: number;
  20728. /** @hidden */
  20729. meshMap: Nullable<{
  20730. [id: string]: AbstractMesh | undefined;
  20731. }>;
  20732. /**
  20733. * Creates a material instance
  20734. * @param name defines the name of the material
  20735. * @param scene defines the scene to reference
  20736. * @param doNotAdd specifies if the material should be added to the scene
  20737. */
  20738. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20739. /**
  20740. * Returns a string representation of the current material
  20741. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20742. * @returns a string with material information
  20743. */
  20744. toString(fullDetails?: boolean): string;
  20745. /**
  20746. * Gets the class name of the material
  20747. * @returns a string with the class name of the material
  20748. */
  20749. getClassName(): string;
  20750. /**
  20751. * Specifies if updates for the material been locked
  20752. */
  20753. readonly isFrozen: boolean;
  20754. /**
  20755. * Locks updates for the material
  20756. */
  20757. freeze(): void;
  20758. /**
  20759. * Unlocks updates for the material
  20760. */
  20761. unfreeze(): void;
  20762. /**
  20763. * Specifies if the material is ready to be used
  20764. * @param mesh defines the mesh to check
  20765. * @param useInstances specifies if instances should be used
  20766. * @returns a boolean indicating if the material is ready to be used
  20767. */
  20768. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20769. /**
  20770. * Specifies that the submesh is ready to be used
  20771. * @param mesh defines the mesh to check
  20772. * @param subMesh defines which submesh to check
  20773. * @param useInstances specifies that instances should be used
  20774. * @returns a boolean indicating that the submesh is ready or not
  20775. */
  20776. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20777. /**
  20778. * Returns the material effect
  20779. * @returns the effect associated with the material
  20780. */
  20781. getEffect(): Nullable<Effect>;
  20782. /**
  20783. * Returns the current scene
  20784. * @returns a Scene
  20785. */
  20786. getScene(): Scene;
  20787. /**
  20788. * Specifies if the material will require alpha blending
  20789. * @returns a boolean specifying if alpha blending is needed
  20790. */
  20791. needAlphaBlending(): boolean;
  20792. /**
  20793. * Specifies if the mesh will require alpha blending
  20794. * @param mesh defines the mesh to check
  20795. * @returns a boolean specifying if alpha blending is needed for the mesh
  20796. */
  20797. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20798. /**
  20799. * Specifies if this material should be rendered in alpha test mode
  20800. * @returns a boolean specifying if an alpha test is needed.
  20801. */
  20802. needAlphaTesting(): boolean;
  20803. /**
  20804. * Gets the texture used for the alpha test
  20805. * @returns the texture to use for alpha testing
  20806. */
  20807. getAlphaTestTexture(): Nullable<BaseTexture>;
  20808. /**
  20809. * Marks the material to indicate that it needs to be re-calculated
  20810. */
  20811. markDirty(): void;
  20812. /** @hidden */
  20813. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20814. /**
  20815. * Binds the material to the mesh
  20816. * @param world defines the world transformation matrix
  20817. * @param mesh defines the mesh to bind the material to
  20818. */
  20819. bind(world: Matrix, mesh?: Mesh): void;
  20820. /**
  20821. * Binds the submesh to the material
  20822. * @param world defines the world transformation matrix
  20823. * @param mesh defines the mesh containing the submesh
  20824. * @param subMesh defines the submesh to bind the material to
  20825. */
  20826. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20827. /**
  20828. * Binds the world matrix to the material
  20829. * @param world defines the world transformation matrix
  20830. */
  20831. bindOnlyWorldMatrix(world: Matrix): void;
  20832. /**
  20833. * Binds the scene's uniform buffer to the effect.
  20834. * @param effect defines the effect to bind to the scene uniform buffer
  20835. * @param sceneUbo defines the uniform buffer storing scene data
  20836. */
  20837. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20838. /**
  20839. * Binds the view matrix to the effect
  20840. * @param effect defines the effect to bind the view matrix to
  20841. */
  20842. bindView(effect: Effect): void;
  20843. /**
  20844. * Binds the view projection matrix to the effect
  20845. * @param effect defines the effect to bind the view projection matrix to
  20846. */
  20847. bindViewProjection(effect: Effect): void;
  20848. /**
  20849. * Specifies if material alpha testing should be turned on for the mesh
  20850. * @param mesh defines the mesh to check
  20851. */
  20852. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20853. /**
  20854. * Processes to execute after binding the material to a mesh
  20855. * @param mesh defines the rendered mesh
  20856. */
  20857. protected _afterBind(mesh?: Mesh): void;
  20858. /**
  20859. * Unbinds the material from the mesh
  20860. */
  20861. unbind(): void;
  20862. /**
  20863. * Gets the active textures from the material
  20864. * @returns an array of textures
  20865. */
  20866. getActiveTextures(): BaseTexture[];
  20867. /**
  20868. * Specifies if the material uses a texture
  20869. * @param texture defines the texture to check against the material
  20870. * @returns a boolean specifying if the material uses the texture
  20871. */
  20872. hasTexture(texture: BaseTexture): boolean;
  20873. /**
  20874. * Makes a duplicate of the material, and gives it a new name
  20875. * @param name defines the new name for the duplicated material
  20876. * @returns the cloned material
  20877. */
  20878. clone(name: string): Nullable<Material>;
  20879. /**
  20880. * Gets the meshes bound to the material
  20881. * @returns an array of meshes bound to the material
  20882. */
  20883. getBindedMeshes(): AbstractMesh[];
  20884. /**
  20885. * Force shader compilation
  20886. * @param mesh defines the mesh associated with this material
  20887. * @param onCompiled defines a function to execute once the material is compiled
  20888. * @param options defines the options to configure the compilation
  20889. */
  20890. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20891. clipPlane: boolean;
  20892. }>): void;
  20893. /**
  20894. * Force shader compilation
  20895. * @param mesh defines the mesh that will use this material
  20896. * @param options defines additional options for compiling the shaders
  20897. * @returns a promise that resolves when the compilation completes
  20898. */
  20899. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20900. clipPlane: boolean;
  20901. }>): Promise<void>;
  20902. private static readonly _AllDirtyCallBack;
  20903. private static readonly _ImageProcessingDirtyCallBack;
  20904. private static readonly _TextureDirtyCallBack;
  20905. private static readonly _FresnelDirtyCallBack;
  20906. private static readonly _MiscDirtyCallBack;
  20907. private static readonly _LightsDirtyCallBack;
  20908. private static readonly _AttributeDirtyCallBack;
  20909. private static _FresnelAndMiscDirtyCallBack;
  20910. private static _TextureAndMiscDirtyCallBack;
  20911. private static readonly _DirtyCallbackArray;
  20912. private static readonly _RunDirtyCallBacks;
  20913. /**
  20914. * Marks a define in the material to indicate that it needs to be re-computed
  20915. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20916. */
  20917. markAsDirty(flag: number): void;
  20918. /**
  20919. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20920. * @param func defines a function which checks material defines against the submeshes
  20921. */
  20922. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20923. /**
  20924. * Indicates that we need to re-calculated for all submeshes
  20925. */
  20926. protected _markAllSubMeshesAsAllDirty(): void;
  20927. /**
  20928. * Indicates that image processing needs to be re-calculated for all submeshes
  20929. */
  20930. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20931. /**
  20932. * Indicates that textures need to be re-calculated for all submeshes
  20933. */
  20934. protected _markAllSubMeshesAsTexturesDirty(): void;
  20935. /**
  20936. * Indicates that fresnel needs to be re-calculated for all submeshes
  20937. */
  20938. protected _markAllSubMeshesAsFresnelDirty(): void;
  20939. /**
  20940. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20941. */
  20942. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20943. /**
  20944. * Indicates that lights need to be re-calculated for all submeshes
  20945. */
  20946. protected _markAllSubMeshesAsLightsDirty(): void;
  20947. /**
  20948. * Indicates that attributes need to be re-calculated for all submeshes
  20949. */
  20950. protected _markAllSubMeshesAsAttributesDirty(): void;
  20951. /**
  20952. * Indicates that misc needs to be re-calculated for all submeshes
  20953. */
  20954. protected _markAllSubMeshesAsMiscDirty(): void;
  20955. /**
  20956. * Indicates that textures and misc need to be re-calculated for all submeshes
  20957. */
  20958. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20959. /**
  20960. * Disposes the material
  20961. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20962. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20963. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20964. */
  20965. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20966. /** @hidden */
  20967. private releaseVertexArrayObject;
  20968. /**
  20969. * Serializes this material
  20970. * @returns the serialized material object
  20971. */
  20972. serialize(): any;
  20973. /**
  20974. * Creates a material from parsed material data
  20975. * @param parsedMaterial defines parsed material data
  20976. * @param scene defines the hosting scene
  20977. * @param rootUrl defines the root URL to use to load textures
  20978. * @returns a new material
  20979. */
  20980. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  20981. }
  20982. }
  20983. declare module "babylonjs/Materials/multiMaterial" {
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20987. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20989. import { Material } from "babylonjs/Materials/material";
  20990. /**
  20991. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20992. * separate meshes. This can be use to improve performances.
  20993. * @see http://doc.babylonjs.com/how_to/multi_materials
  20994. */
  20995. export class MultiMaterial extends Material {
  20996. private _subMaterials;
  20997. /**
  20998. * Gets or Sets the list of Materials used within the multi material.
  20999. * They need to be ordered according to the submeshes order in the associated mesh
  21000. */
  21001. subMaterials: Nullable<Material>[];
  21002. /**
  21003. * Function used to align with Node.getChildren()
  21004. * @returns the list of Materials used within the multi material
  21005. */
  21006. getChildren(): Nullable<Material>[];
  21007. /**
  21008. * Instantiates a new Multi Material
  21009. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21010. * separate meshes. This can be use to improve performances.
  21011. * @see http://doc.babylonjs.com/how_to/multi_materials
  21012. * @param name Define the name in the scene
  21013. * @param scene Define the scene the material belongs to
  21014. */
  21015. constructor(name: string, scene: Scene);
  21016. private _hookArray;
  21017. /**
  21018. * Get one of the submaterial by its index in the submaterials array
  21019. * @param index The index to look the sub material at
  21020. * @returns The Material if the index has been defined
  21021. */
  21022. getSubMaterial(index: number): Nullable<Material>;
  21023. /**
  21024. * Get the list of active textures for the whole sub materials list.
  21025. * @returns All the textures that will be used during the rendering
  21026. */
  21027. getActiveTextures(): BaseTexture[];
  21028. /**
  21029. * Gets the current class name of the material e.g. "MultiMaterial"
  21030. * Mainly use in serialization.
  21031. * @returns the class name
  21032. */
  21033. getClassName(): string;
  21034. /**
  21035. * Checks if the material is ready to render the requested sub mesh
  21036. * @param mesh Define the mesh the submesh belongs to
  21037. * @param subMesh Define the sub mesh to look readyness for
  21038. * @param useInstances Define whether or not the material is used with instances
  21039. * @returns true if ready, otherwise false
  21040. */
  21041. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21042. /**
  21043. * Clones the current material and its related sub materials
  21044. * @param name Define the name of the newly cloned material
  21045. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21046. * @returns the cloned material
  21047. */
  21048. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21049. /**
  21050. * Serializes the materials into a JSON representation.
  21051. * @returns the JSON representation
  21052. */
  21053. serialize(): any;
  21054. /**
  21055. * Dispose the material and release its associated resources
  21056. * @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)
  21057. * @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)
  21058. * @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)
  21059. */
  21060. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21061. /**
  21062. * Creates a MultiMaterial from parsed MultiMaterial data.
  21063. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21064. * @param scene defines the hosting scene
  21065. * @returns a new MultiMaterial
  21066. */
  21067. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21068. }
  21069. }
  21070. declare module "babylonjs/Meshes/subMesh" {
  21071. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21072. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21073. import { Engine } from "babylonjs/Engines/engine";
  21074. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21075. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21076. import { Effect } from "babylonjs/Materials/effect";
  21077. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21078. import { Plane } from "babylonjs/Maths/math.plane";
  21079. import { Collider } from "babylonjs/Collisions/collider";
  21080. import { Material } from "babylonjs/Materials/material";
  21081. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21083. import { Mesh } from "babylonjs/Meshes/mesh";
  21084. import { Ray } from "babylonjs/Culling/ray";
  21085. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21086. /**
  21087. * Base class for submeshes
  21088. */
  21089. export class BaseSubMesh {
  21090. /** @hidden */
  21091. _materialDefines: Nullable<MaterialDefines>;
  21092. /** @hidden */
  21093. _materialEffect: Nullable<Effect>;
  21094. /**
  21095. * Gets associated effect
  21096. */
  21097. readonly effect: Nullable<Effect>;
  21098. /**
  21099. * Sets associated effect (effect used to render this submesh)
  21100. * @param effect defines the effect to associate with
  21101. * @param defines defines the set of defines used to compile this effect
  21102. */
  21103. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21104. }
  21105. /**
  21106. * Defines a subdivision inside a mesh
  21107. */
  21108. export class SubMesh extends BaseSubMesh implements ICullable {
  21109. /** the material index to use */
  21110. materialIndex: number;
  21111. /** vertex index start */
  21112. verticesStart: number;
  21113. /** vertices count */
  21114. verticesCount: number;
  21115. /** index start */
  21116. indexStart: number;
  21117. /** indices count */
  21118. indexCount: number;
  21119. /** @hidden */
  21120. _linesIndexCount: number;
  21121. private _mesh;
  21122. private _renderingMesh;
  21123. private _boundingInfo;
  21124. private _linesIndexBuffer;
  21125. /** @hidden */
  21126. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21127. /** @hidden */
  21128. _trianglePlanes: Plane[];
  21129. /** @hidden */
  21130. _lastColliderTransformMatrix: Nullable<Matrix>;
  21131. /** @hidden */
  21132. _renderId: number;
  21133. /** @hidden */
  21134. _alphaIndex: number;
  21135. /** @hidden */
  21136. _distanceToCamera: number;
  21137. /** @hidden */
  21138. _id: number;
  21139. private _currentMaterial;
  21140. /**
  21141. * Add a new submesh to a mesh
  21142. * @param materialIndex defines the material index to use
  21143. * @param verticesStart defines vertex index start
  21144. * @param verticesCount defines vertices count
  21145. * @param indexStart defines index start
  21146. * @param indexCount defines indices count
  21147. * @param mesh defines the parent mesh
  21148. * @param renderingMesh defines an optional rendering mesh
  21149. * @param createBoundingBox defines if bounding box should be created for this submesh
  21150. * @returns the new submesh
  21151. */
  21152. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21153. /**
  21154. * Creates a new submesh
  21155. * @param materialIndex defines the material index to use
  21156. * @param verticesStart defines vertex index start
  21157. * @param verticesCount defines vertices count
  21158. * @param indexStart defines index start
  21159. * @param indexCount defines indices count
  21160. * @param mesh defines the parent mesh
  21161. * @param renderingMesh defines an optional rendering mesh
  21162. * @param createBoundingBox defines if bounding box should be created for this submesh
  21163. */
  21164. constructor(
  21165. /** the material index to use */
  21166. materialIndex: number,
  21167. /** vertex index start */
  21168. verticesStart: number,
  21169. /** vertices count */
  21170. verticesCount: number,
  21171. /** index start */
  21172. indexStart: number,
  21173. /** indices count */
  21174. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21175. /**
  21176. * Returns true if this submesh covers the entire parent mesh
  21177. * @ignorenaming
  21178. */
  21179. readonly IsGlobal: boolean;
  21180. /**
  21181. * Returns the submesh BoudingInfo object
  21182. * @returns current bounding info (or mesh's one if the submesh is global)
  21183. */
  21184. getBoundingInfo(): BoundingInfo;
  21185. /**
  21186. * Sets the submesh BoundingInfo
  21187. * @param boundingInfo defines the new bounding info to use
  21188. * @returns the SubMesh
  21189. */
  21190. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21191. /**
  21192. * Returns the mesh of the current submesh
  21193. * @return the parent mesh
  21194. */
  21195. getMesh(): AbstractMesh;
  21196. /**
  21197. * Returns the rendering mesh of the submesh
  21198. * @returns the rendering mesh (could be different from parent mesh)
  21199. */
  21200. getRenderingMesh(): Mesh;
  21201. /**
  21202. * Returns the submesh material
  21203. * @returns null or the current material
  21204. */
  21205. getMaterial(): Nullable<Material>;
  21206. /**
  21207. * Sets a new updated BoundingInfo object to the submesh
  21208. * @param data defines an optional position array to use to determine the bounding info
  21209. * @returns the SubMesh
  21210. */
  21211. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21212. /** @hidden */
  21213. _checkCollision(collider: Collider): boolean;
  21214. /**
  21215. * Updates the submesh BoundingInfo
  21216. * @param world defines the world matrix to use to update the bounding info
  21217. * @returns the submesh
  21218. */
  21219. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21220. /**
  21221. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21222. * @param frustumPlanes defines the frustum planes
  21223. * @returns true if the submesh is intersecting with the frustum
  21224. */
  21225. isInFrustum(frustumPlanes: Plane[]): boolean;
  21226. /**
  21227. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21228. * @param frustumPlanes defines the frustum planes
  21229. * @returns true if the submesh is inside the frustum
  21230. */
  21231. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21232. /**
  21233. * Renders the submesh
  21234. * @param enableAlphaMode defines if alpha needs to be used
  21235. * @returns the submesh
  21236. */
  21237. render(enableAlphaMode: boolean): SubMesh;
  21238. /**
  21239. * @hidden
  21240. */
  21241. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21242. /**
  21243. * Checks if the submesh intersects with a ray
  21244. * @param ray defines the ray to test
  21245. * @returns true is the passed ray intersects the submesh bounding box
  21246. */
  21247. canIntersects(ray: Ray): boolean;
  21248. /**
  21249. * Intersects current submesh with a ray
  21250. * @param ray defines the ray to test
  21251. * @param positions defines mesh's positions array
  21252. * @param indices defines mesh's indices array
  21253. * @param fastCheck defines if only bounding info should be used
  21254. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21255. * @returns intersection info or null if no intersection
  21256. */
  21257. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21258. /** @hidden */
  21259. private _intersectLines;
  21260. /** @hidden */
  21261. private _intersectUnIndexedLines;
  21262. /** @hidden */
  21263. private _intersectTriangles;
  21264. /** @hidden */
  21265. private _intersectUnIndexedTriangles;
  21266. /** @hidden */
  21267. _rebuild(): void;
  21268. /**
  21269. * Creates a new submesh from the passed mesh
  21270. * @param newMesh defines the new hosting mesh
  21271. * @param newRenderingMesh defines an optional rendering mesh
  21272. * @returns the new submesh
  21273. */
  21274. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21275. /**
  21276. * Release associated resources
  21277. */
  21278. dispose(): void;
  21279. /**
  21280. * Gets the class name
  21281. * @returns the string "SubMesh".
  21282. */
  21283. getClassName(): string;
  21284. /**
  21285. * Creates a new submesh from indices data
  21286. * @param materialIndex the index of the main mesh material
  21287. * @param startIndex the index where to start the copy in the mesh indices array
  21288. * @param indexCount the number of indices to copy then from the startIndex
  21289. * @param mesh the main mesh to create the submesh from
  21290. * @param renderingMesh the optional rendering mesh
  21291. * @returns a new submesh
  21292. */
  21293. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21294. }
  21295. }
  21296. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21297. /**
  21298. * Class used to represent data loading progression
  21299. */
  21300. export class SceneLoaderFlags {
  21301. private static _ForceFullSceneLoadingForIncremental;
  21302. private static _ShowLoadingScreen;
  21303. private static _CleanBoneMatrixWeights;
  21304. private static _loggingLevel;
  21305. /**
  21306. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21307. */
  21308. static ForceFullSceneLoadingForIncremental: boolean;
  21309. /**
  21310. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21311. */
  21312. static ShowLoadingScreen: boolean;
  21313. /**
  21314. * Defines the current logging level (while loading the scene)
  21315. * @ignorenaming
  21316. */
  21317. static loggingLevel: number;
  21318. /**
  21319. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21320. */
  21321. static CleanBoneMatrixWeights: boolean;
  21322. }
  21323. }
  21324. declare module "babylonjs/Meshes/geometry" {
  21325. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21326. import { Scene } from "babylonjs/scene";
  21327. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21328. import { Engine } from "babylonjs/Engines/engine";
  21329. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21330. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21331. import { Effect } from "babylonjs/Materials/effect";
  21332. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21333. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21334. import { Mesh } from "babylonjs/Meshes/mesh";
  21335. /**
  21336. * Class used to store geometry data (vertex buffers + index buffer)
  21337. */
  21338. export class Geometry implements IGetSetVerticesData {
  21339. /**
  21340. * Gets or sets the ID of the geometry
  21341. */
  21342. id: string;
  21343. /**
  21344. * Gets or sets the unique ID of the geometry
  21345. */
  21346. uniqueId: number;
  21347. /**
  21348. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21349. */
  21350. delayLoadState: number;
  21351. /**
  21352. * Gets the file containing the data to load when running in delay load state
  21353. */
  21354. delayLoadingFile: Nullable<string>;
  21355. /**
  21356. * Callback called when the geometry is updated
  21357. */
  21358. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21359. private _scene;
  21360. private _engine;
  21361. private _meshes;
  21362. private _totalVertices;
  21363. /** @hidden */
  21364. _indices: IndicesArray;
  21365. /** @hidden */
  21366. _vertexBuffers: {
  21367. [key: string]: VertexBuffer;
  21368. };
  21369. private _isDisposed;
  21370. private _extend;
  21371. private _boundingBias;
  21372. /** @hidden */
  21373. _delayInfo: Array<string>;
  21374. private _indexBuffer;
  21375. private _indexBufferIsUpdatable;
  21376. /** @hidden */
  21377. _boundingInfo: Nullable<BoundingInfo>;
  21378. /** @hidden */
  21379. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21380. /** @hidden */
  21381. _softwareSkinningFrameId: number;
  21382. private _vertexArrayObjects;
  21383. private _updatable;
  21384. /** @hidden */
  21385. _positions: Nullable<Vector3[]>;
  21386. /**
  21387. * 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
  21388. */
  21389. /**
  21390. * 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
  21391. */
  21392. boundingBias: Vector2;
  21393. /**
  21394. * Static function used to attach a new empty geometry to a mesh
  21395. * @param mesh defines the mesh to attach the geometry to
  21396. * @returns the new Geometry
  21397. */
  21398. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21399. /**
  21400. * Creates a new geometry
  21401. * @param id defines the unique ID
  21402. * @param scene defines the hosting scene
  21403. * @param vertexData defines the VertexData used to get geometry data
  21404. * @param updatable defines if geometry must be updatable (false by default)
  21405. * @param mesh defines the mesh that will be associated with the geometry
  21406. */
  21407. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21408. /**
  21409. * Gets the current extend of the geometry
  21410. */
  21411. readonly extend: {
  21412. minimum: Vector3;
  21413. maximum: Vector3;
  21414. };
  21415. /**
  21416. * Gets the hosting scene
  21417. * @returns the hosting Scene
  21418. */
  21419. getScene(): Scene;
  21420. /**
  21421. * Gets the hosting engine
  21422. * @returns the hosting Engine
  21423. */
  21424. getEngine(): Engine;
  21425. /**
  21426. * Defines if the geometry is ready to use
  21427. * @returns true if the geometry is ready to be used
  21428. */
  21429. isReady(): boolean;
  21430. /**
  21431. * Gets a value indicating that the geometry should not be serialized
  21432. */
  21433. readonly doNotSerialize: boolean;
  21434. /** @hidden */
  21435. _rebuild(): void;
  21436. /**
  21437. * Affects all geometry data in one call
  21438. * @param vertexData defines the geometry data
  21439. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21440. */
  21441. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21442. /**
  21443. * Set specific vertex data
  21444. * @param kind defines the data kind (Position, normal, etc...)
  21445. * @param data defines the vertex data to use
  21446. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21447. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21448. */
  21449. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21450. /**
  21451. * Removes a specific vertex data
  21452. * @param kind defines the data kind (Position, normal, etc...)
  21453. */
  21454. removeVerticesData(kind: string): void;
  21455. /**
  21456. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21457. * @param buffer defines the vertex buffer to use
  21458. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21459. */
  21460. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21461. /**
  21462. * Update a specific vertex buffer
  21463. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21464. * It will do nothing if the buffer is not updatable
  21465. * @param kind defines the data kind (Position, normal, etc...)
  21466. * @param data defines the data to use
  21467. * @param offset defines the offset in the target buffer where to store the data
  21468. * @param useBytes set to true if the offset is in bytes
  21469. */
  21470. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21471. /**
  21472. * Update a specific vertex buffer
  21473. * This function will create a new buffer if the current one is not updatable
  21474. * @param kind defines the data kind (Position, normal, etc...)
  21475. * @param data defines the data to use
  21476. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21477. */
  21478. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21479. private _updateBoundingInfo;
  21480. /** @hidden */
  21481. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21482. /**
  21483. * Gets total number of vertices
  21484. * @returns the total number of vertices
  21485. */
  21486. getTotalVertices(): number;
  21487. /**
  21488. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21489. * @param kind defines the data kind (Position, normal, etc...)
  21490. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21491. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21492. * @returns a float array containing vertex data
  21493. */
  21494. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21495. /**
  21496. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @returns true if the vertex buffer with the specified kind is updatable
  21499. */
  21500. isVertexBufferUpdatable(kind: string): boolean;
  21501. /**
  21502. * Gets a specific vertex buffer
  21503. * @param kind defines the data kind (Position, normal, etc...)
  21504. * @returns a VertexBuffer
  21505. */
  21506. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21507. /**
  21508. * Returns all vertex buffers
  21509. * @return an object holding all vertex buffers indexed by kind
  21510. */
  21511. getVertexBuffers(): Nullable<{
  21512. [key: string]: VertexBuffer;
  21513. }>;
  21514. /**
  21515. * Gets a boolean indicating if specific vertex buffer is present
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @returns true if data is present
  21518. */
  21519. isVerticesDataPresent(kind: string): boolean;
  21520. /**
  21521. * Gets a list of all attached data kinds (Position, normal, etc...)
  21522. * @returns a list of string containing all kinds
  21523. */
  21524. getVerticesDataKinds(): string[];
  21525. /**
  21526. * Update index buffer
  21527. * @param indices defines the indices to store in the index buffer
  21528. * @param offset defines the offset in the target buffer where to store the data
  21529. * @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)
  21530. */
  21531. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21532. /**
  21533. * Creates a new index buffer
  21534. * @param indices defines the indices to store in the index buffer
  21535. * @param totalVertices defines the total number of vertices (could be null)
  21536. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21537. */
  21538. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21539. /**
  21540. * Return the total number of indices
  21541. * @returns the total number of indices
  21542. */
  21543. getTotalIndices(): number;
  21544. /**
  21545. * Gets the index buffer array
  21546. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21547. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21548. * @returns the index buffer array
  21549. */
  21550. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21551. /**
  21552. * Gets the index buffer
  21553. * @return the index buffer
  21554. */
  21555. getIndexBuffer(): Nullable<DataBuffer>;
  21556. /** @hidden */
  21557. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21558. /**
  21559. * Release the associated resources for a specific mesh
  21560. * @param mesh defines the source mesh
  21561. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21562. */
  21563. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21564. /**
  21565. * Apply current geometry to a given mesh
  21566. * @param mesh defines the mesh to apply geometry to
  21567. */
  21568. applyToMesh(mesh: Mesh): void;
  21569. private _updateExtend;
  21570. private _applyToMesh;
  21571. private notifyUpdate;
  21572. /**
  21573. * Load the geometry if it was flagged as delay loaded
  21574. * @param scene defines the hosting scene
  21575. * @param onLoaded defines a callback called when the geometry is loaded
  21576. */
  21577. load(scene: Scene, onLoaded?: () => void): void;
  21578. private _queueLoad;
  21579. /**
  21580. * Invert the geometry to move from a right handed system to a left handed one.
  21581. */
  21582. toLeftHanded(): void;
  21583. /** @hidden */
  21584. _resetPointsArrayCache(): void;
  21585. /** @hidden */
  21586. _generatePointsArray(): boolean;
  21587. /**
  21588. * Gets a value indicating if the geometry is disposed
  21589. * @returns true if the geometry was disposed
  21590. */
  21591. isDisposed(): boolean;
  21592. private _disposeVertexArrayObjects;
  21593. /**
  21594. * Free all associated resources
  21595. */
  21596. dispose(): void;
  21597. /**
  21598. * Clone the current geometry into a new geometry
  21599. * @param id defines the unique ID of the new geometry
  21600. * @returns a new geometry object
  21601. */
  21602. copy(id: string): Geometry;
  21603. /**
  21604. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21605. * @return a JSON representation of the current geometry data (without the vertices data)
  21606. */
  21607. serialize(): any;
  21608. private toNumberArray;
  21609. /**
  21610. * Serialize all vertices data into a JSON oject
  21611. * @returns a JSON representation of the current geometry data
  21612. */
  21613. serializeVerticeData(): any;
  21614. /**
  21615. * Extracts a clone of a mesh geometry
  21616. * @param mesh defines the source mesh
  21617. * @param id defines the unique ID of the new geometry object
  21618. * @returns the new geometry object
  21619. */
  21620. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21621. /**
  21622. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21623. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21624. * Be aware Math.random() could cause collisions, but:
  21625. * "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"
  21626. * @returns a string containing a new GUID
  21627. */
  21628. static RandomId(): string;
  21629. /** @hidden */
  21630. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21631. private static _CleanMatricesWeights;
  21632. /**
  21633. * Create a new geometry from persisted data (Using .babylon file format)
  21634. * @param parsedVertexData defines the persisted data
  21635. * @param scene defines the hosting scene
  21636. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21637. * @returns the new geometry object
  21638. */
  21639. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21640. }
  21641. }
  21642. declare module "babylonjs/Meshes/mesh.vertexData" {
  21643. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21644. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21645. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21646. import { Geometry } from "babylonjs/Meshes/geometry";
  21647. import { Mesh } from "babylonjs/Meshes/mesh";
  21648. /**
  21649. * Define an interface for all classes that will get and set the data on vertices
  21650. */
  21651. export interface IGetSetVerticesData {
  21652. /**
  21653. * Gets a boolean indicating if specific vertex data is present
  21654. * @param kind defines the vertex data kind to use
  21655. * @returns true is data kind is present
  21656. */
  21657. isVerticesDataPresent(kind: string): boolean;
  21658. /**
  21659. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21660. * @param kind defines the data kind (Position, normal, etc...)
  21661. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21662. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21663. * @returns a float array containing vertex data
  21664. */
  21665. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21666. /**
  21667. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21668. * @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.
  21669. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21670. * @returns the indices array or an empty array if the mesh has no geometry
  21671. */
  21672. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21673. /**
  21674. * Set specific vertex data
  21675. * @param kind defines the data kind (Position, normal, etc...)
  21676. * @param data defines the vertex data to use
  21677. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21678. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21679. */
  21680. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21681. /**
  21682. * Update a specific associated vertex buffer
  21683. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21684. * - VertexBuffer.PositionKind
  21685. * - VertexBuffer.UVKind
  21686. * - VertexBuffer.UV2Kind
  21687. * - VertexBuffer.UV3Kind
  21688. * - VertexBuffer.UV4Kind
  21689. * - VertexBuffer.UV5Kind
  21690. * - VertexBuffer.UV6Kind
  21691. * - VertexBuffer.ColorKind
  21692. * - VertexBuffer.MatricesIndicesKind
  21693. * - VertexBuffer.MatricesIndicesExtraKind
  21694. * - VertexBuffer.MatricesWeightsKind
  21695. * - VertexBuffer.MatricesWeightsExtraKind
  21696. * @param data defines the data source
  21697. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21698. * @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)
  21699. */
  21700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21701. /**
  21702. * Creates a new index buffer
  21703. * @param indices defines the indices to store in the index buffer
  21704. * @param totalVertices defines the total number of vertices (could be null)
  21705. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21706. */
  21707. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21708. }
  21709. /**
  21710. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21711. */
  21712. export class VertexData {
  21713. /**
  21714. * Mesh side orientation : usually the external or front surface
  21715. */
  21716. static readonly FRONTSIDE: number;
  21717. /**
  21718. * Mesh side orientation : usually the internal or back surface
  21719. */
  21720. static readonly BACKSIDE: number;
  21721. /**
  21722. * Mesh side orientation : both internal and external or front and back surfaces
  21723. */
  21724. static readonly DOUBLESIDE: number;
  21725. /**
  21726. * Mesh side orientation : by default, `FRONTSIDE`
  21727. */
  21728. static readonly DEFAULTSIDE: number;
  21729. /**
  21730. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21731. */
  21732. positions: Nullable<FloatArray>;
  21733. /**
  21734. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21735. */
  21736. normals: Nullable<FloatArray>;
  21737. /**
  21738. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21739. */
  21740. tangents: Nullable<FloatArray>;
  21741. /**
  21742. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21743. */
  21744. uvs: Nullable<FloatArray>;
  21745. /**
  21746. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21747. */
  21748. uvs2: Nullable<FloatArray>;
  21749. /**
  21750. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21751. */
  21752. uvs3: Nullable<FloatArray>;
  21753. /**
  21754. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21755. */
  21756. uvs4: Nullable<FloatArray>;
  21757. /**
  21758. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21759. */
  21760. uvs5: Nullable<FloatArray>;
  21761. /**
  21762. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21763. */
  21764. uvs6: Nullable<FloatArray>;
  21765. /**
  21766. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21767. */
  21768. colors: Nullable<FloatArray>;
  21769. /**
  21770. * 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).
  21771. */
  21772. matricesIndices: Nullable<FloatArray>;
  21773. /**
  21774. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21775. */
  21776. matricesWeights: Nullable<FloatArray>;
  21777. /**
  21778. * An array extending the number of possible indices
  21779. */
  21780. matricesIndicesExtra: Nullable<FloatArray>;
  21781. /**
  21782. * An array extending the number of possible weights when the number of indices is extended
  21783. */
  21784. matricesWeightsExtra: Nullable<FloatArray>;
  21785. /**
  21786. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21787. */
  21788. indices: Nullable<IndicesArray>;
  21789. /**
  21790. * Uses the passed data array to set the set the values for the specified kind of data
  21791. * @param data a linear array of floating numbers
  21792. * @param kind the type of data that is being set, eg positions, colors etc
  21793. */
  21794. set(data: FloatArray, kind: string): void;
  21795. /**
  21796. * Associates the vertexData to the passed Mesh.
  21797. * Sets it as updatable or not (default `false`)
  21798. * @param mesh the mesh the vertexData is applied to
  21799. * @param updatable when used and having the value true allows new data to update the vertexData
  21800. * @returns the VertexData
  21801. */
  21802. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21803. /**
  21804. * Associates the vertexData to the passed Geometry.
  21805. * Sets it as updatable or not (default `false`)
  21806. * @param geometry the geometry the vertexData is applied to
  21807. * @param updatable when used and having the value true allows new data to update the vertexData
  21808. * @returns VertexData
  21809. */
  21810. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21811. /**
  21812. * Updates the associated mesh
  21813. * @param mesh the mesh to be updated
  21814. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21815. * @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
  21816. * @returns VertexData
  21817. */
  21818. updateMesh(mesh: Mesh): VertexData;
  21819. /**
  21820. * Updates the associated geometry
  21821. * @param geometry the geometry to be updated
  21822. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21823. * @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
  21824. * @returns VertexData.
  21825. */
  21826. updateGeometry(geometry: Geometry): VertexData;
  21827. private _applyTo;
  21828. private _update;
  21829. /**
  21830. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21831. * @param matrix the transforming matrix
  21832. * @returns the VertexData
  21833. */
  21834. transform(matrix: Matrix): VertexData;
  21835. /**
  21836. * Merges the passed VertexData into the current one
  21837. * @param other the VertexData to be merged into the current one
  21838. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21839. * @returns the modified VertexData
  21840. */
  21841. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21842. private _mergeElement;
  21843. private _validate;
  21844. /**
  21845. * Serializes the VertexData
  21846. * @returns a serialized object
  21847. */
  21848. serialize(): any;
  21849. /**
  21850. * Extracts the vertexData from a mesh
  21851. * @param mesh the mesh from which to extract the VertexData
  21852. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21853. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21854. * @returns the object VertexData associated to the passed mesh
  21855. */
  21856. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21857. /**
  21858. * Extracts the vertexData from the geometry
  21859. * @param geometry the geometry from which to extract the VertexData
  21860. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21861. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21862. * @returns the object VertexData associated to the passed mesh
  21863. */
  21864. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21865. private static _ExtractFrom;
  21866. /**
  21867. * Creates the VertexData for a Ribbon
  21868. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21869. * * pathArray array of paths, each of which an array of successive Vector3
  21870. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21871. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21872. * * 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
  21873. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21874. * * 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)
  21875. * * 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)
  21876. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21877. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21878. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21879. * @returns the VertexData of the ribbon
  21880. */
  21881. static CreateRibbon(options: {
  21882. pathArray: Vector3[][];
  21883. closeArray?: boolean;
  21884. closePath?: boolean;
  21885. offset?: number;
  21886. sideOrientation?: number;
  21887. frontUVs?: Vector4;
  21888. backUVs?: Vector4;
  21889. invertUV?: boolean;
  21890. uvs?: Vector2[];
  21891. colors?: Color4[];
  21892. }): VertexData;
  21893. /**
  21894. * Creates the VertexData for a box
  21895. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21896. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21897. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21898. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21899. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21900. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21901. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21902. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21903. * * 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)
  21904. * * 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)
  21905. * @returns the VertexData of the box
  21906. */
  21907. static CreateBox(options: {
  21908. size?: number;
  21909. width?: number;
  21910. height?: number;
  21911. depth?: number;
  21912. faceUV?: Vector4[];
  21913. faceColors?: Color4[];
  21914. sideOrientation?: number;
  21915. frontUVs?: Vector4;
  21916. backUVs?: Vector4;
  21917. }): VertexData;
  21918. /**
  21919. * Creates the VertexData for a tiled box
  21920. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21921. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21922. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21923. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21925. * @returns the VertexData of the box
  21926. */
  21927. static CreateTiledBox(options: {
  21928. pattern?: number;
  21929. width?: number;
  21930. height?: number;
  21931. depth?: number;
  21932. tileSize?: number;
  21933. tileWidth?: number;
  21934. tileHeight?: number;
  21935. alignHorizontal?: number;
  21936. alignVertical?: number;
  21937. faceUV?: Vector4[];
  21938. faceColors?: Color4[];
  21939. sideOrientation?: number;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled plane
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * pattern a limited pattern arrangement depending on the number
  21945. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21946. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21947. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21948. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21949. * * 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)
  21950. * * 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)
  21951. * @returns the VertexData of the tiled plane
  21952. */
  21953. static CreateTiledPlane(options: {
  21954. pattern?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. size?: number;
  21959. width?: number;
  21960. height?: number;
  21961. alignHorizontal?: number;
  21962. alignVertical?: number;
  21963. sideOrientation?: number;
  21964. frontUVs?: Vector4;
  21965. backUVs?: Vector4;
  21966. }): VertexData;
  21967. /**
  21968. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21969. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21970. * * segments sets the number of horizontal strips optional, default 32
  21971. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21972. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21973. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21974. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21975. * * 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
  21976. * * 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
  21977. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21978. * * 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)
  21979. * * 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)
  21980. * @returns the VertexData of the ellipsoid
  21981. */
  21982. static CreateSphere(options: {
  21983. segments?: number;
  21984. diameter?: number;
  21985. diameterX?: number;
  21986. diameterY?: number;
  21987. diameterZ?: number;
  21988. arc?: number;
  21989. slice?: number;
  21990. sideOrientation?: number;
  21991. frontUVs?: Vector4;
  21992. backUVs?: Vector4;
  21993. }): VertexData;
  21994. /**
  21995. * Creates the VertexData for a cylinder, cone or prism
  21996. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21997. * * height sets the height (y direction) of the cylinder, optional, default 2
  21998. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  21999. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22000. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22001. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22002. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22003. * * 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
  22004. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22005. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22006. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22007. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * 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)
  22010. * * 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)
  22011. * @returns the VertexData of the cylinder, cone or prism
  22012. */
  22013. static CreateCylinder(options: {
  22014. height?: number;
  22015. diameterTop?: number;
  22016. diameterBottom?: number;
  22017. diameter?: number;
  22018. tessellation?: number;
  22019. subdivisions?: number;
  22020. arc?: number;
  22021. faceColors?: Color4[];
  22022. faceUV?: Vector4[];
  22023. hasRings?: boolean;
  22024. enclose?: boolean;
  22025. sideOrientation?: number;
  22026. frontUVs?: Vector4;
  22027. backUVs?: Vector4;
  22028. }): VertexData;
  22029. /**
  22030. * Creates the VertexData for a torus
  22031. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22032. * * diameter the diameter of the torus, optional default 1
  22033. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22034. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22035. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22036. * * 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)
  22037. * * 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)
  22038. * @returns the VertexData of the torus
  22039. */
  22040. static CreateTorus(options: {
  22041. diameter?: number;
  22042. thickness?: number;
  22043. tessellation?: number;
  22044. sideOrientation?: number;
  22045. frontUVs?: Vector4;
  22046. backUVs?: Vector4;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData of the LineSystem
  22050. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22051. * - lines an array of lines, each line being an array of successive Vector3
  22052. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22053. * @returns the VertexData of the LineSystem
  22054. */
  22055. static CreateLineSystem(options: {
  22056. lines: Vector3[][];
  22057. colors?: Nullable<Color4[][]>;
  22058. }): VertexData;
  22059. /**
  22060. * Create the VertexData for a DashedLines
  22061. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22062. * - points an array successive Vector3
  22063. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22064. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22065. * - dashNb the intended total number of dashes, optional, default 200
  22066. * @returns the VertexData for the DashedLines
  22067. */
  22068. static CreateDashedLines(options: {
  22069. points: Vector3[];
  22070. dashSize?: number;
  22071. gapSize?: number;
  22072. dashNb?: number;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for a Ground
  22076. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22077. * - width the width (x direction) of the ground, optional, default 1
  22078. * - height the height (z direction) of the ground, optional, default 1
  22079. * - subdivisions the number of subdivisions per side, optional, default 1
  22080. * @returns the VertexData of the Ground
  22081. */
  22082. static CreateGround(options: {
  22083. width?: number;
  22084. height?: number;
  22085. subdivisions?: number;
  22086. subdivisionsX?: number;
  22087. subdivisionsY?: number;
  22088. }): VertexData;
  22089. /**
  22090. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22091. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22092. * * xmin the ground minimum X coordinate, optional, default -1
  22093. * * zmin the ground minimum Z coordinate, optional, default -1
  22094. * * xmax the ground maximum X coordinate, optional, default 1
  22095. * * zmax the ground maximum Z coordinate, optional, default 1
  22096. * * 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}
  22097. * * 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}
  22098. * @returns the VertexData of the TiledGround
  22099. */
  22100. static CreateTiledGround(options: {
  22101. xmin: number;
  22102. zmin: number;
  22103. xmax: number;
  22104. zmax: number;
  22105. subdivisions?: {
  22106. w: number;
  22107. h: number;
  22108. };
  22109. precision?: {
  22110. w: number;
  22111. h: number;
  22112. };
  22113. }): VertexData;
  22114. /**
  22115. * Creates the VertexData of the Ground designed from a heightmap
  22116. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22117. * * width the width (x direction) of the ground
  22118. * * height the height (z direction) of the ground
  22119. * * subdivisions the number of subdivisions per side
  22120. * * minHeight the minimum altitude on the ground, optional, default 0
  22121. * * maxHeight the maximum altitude on the ground, optional default 1
  22122. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22123. * * buffer the array holding the image color data
  22124. * * bufferWidth the width of image
  22125. * * bufferHeight the height of image
  22126. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22127. * @returns the VertexData of the Ground designed from a heightmap
  22128. */
  22129. static CreateGroundFromHeightMap(options: {
  22130. width: number;
  22131. height: number;
  22132. subdivisions: number;
  22133. minHeight: number;
  22134. maxHeight: number;
  22135. colorFilter: Color3;
  22136. buffer: Uint8Array;
  22137. bufferWidth: number;
  22138. bufferHeight: number;
  22139. alphaFilter: number;
  22140. }): VertexData;
  22141. /**
  22142. * Creates the VertexData for a Plane
  22143. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22144. * * size sets the width and height of the plane to the value of size, optional default 1
  22145. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22146. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22147. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22148. * * 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)
  22149. * * 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)
  22150. * @returns the VertexData of the box
  22151. */
  22152. static CreatePlane(options: {
  22153. size?: number;
  22154. width?: number;
  22155. height?: number;
  22156. sideOrientation?: number;
  22157. frontUVs?: Vector4;
  22158. backUVs?: Vector4;
  22159. }): VertexData;
  22160. /**
  22161. * Creates the VertexData of the Disc or regular Polygon
  22162. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22163. * * radius the radius of the disc, optional default 0.5
  22164. * * tessellation the number of polygon sides, optional, default 64
  22165. * * 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
  22166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22167. * * 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)
  22168. * * 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)
  22169. * @returns the VertexData of the box
  22170. */
  22171. static CreateDisc(options: {
  22172. radius?: number;
  22173. tessellation?: number;
  22174. arc?: number;
  22175. sideOrientation?: number;
  22176. frontUVs?: Vector4;
  22177. backUVs?: Vector4;
  22178. }): VertexData;
  22179. /**
  22180. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22181. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22182. * @param polygon a mesh built from polygonTriangulation.build()
  22183. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22184. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22185. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22186. * @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)
  22187. * @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)
  22188. * @returns the VertexData of the Polygon
  22189. */
  22190. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22191. /**
  22192. * Creates the VertexData of the IcoSphere
  22193. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22194. * * radius the radius of the IcoSphere, optional default 1
  22195. * * radiusX allows stretching in the x direction, optional, default radius
  22196. * * radiusY allows stretching in the y direction, optional, default radius
  22197. * * radiusZ allows stretching in the z direction, optional, default radius
  22198. * * flat when true creates a flat shaded mesh, optional, default true
  22199. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22201. * * 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)
  22202. * * 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)
  22203. * @returns the VertexData of the IcoSphere
  22204. */
  22205. static CreateIcoSphere(options: {
  22206. radius?: number;
  22207. radiusX?: number;
  22208. radiusY?: number;
  22209. radiusZ?: number;
  22210. flat?: boolean;
  22211. subdivisions?: number;
  22212. sideOrientation?: number;
  22213. frontUVs?: Vector4;
  22214. backUVs?: Vector4;
  22215. }): VertexData;
  22216. /**
  22217. * Creates the VertexData for a Polyhedron
  22218. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22219. * * type provided types are:
  22220. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22221. * * 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)
  22222. * * size the size of the IcoSphere, optional default 1
  22223. * * sizeX allows stretching in the x direction, optional, default size
  22224. * * sizeY allows stretching in the y direction, optional, default size
  22225. * * sizeZ allows stretching in the z direction, optional, default size
  22226. * * 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
  22227. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * 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)
  22233. * * 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)
  22234. * @returns the VertexData of the Polyhedron
  22235. */
  22236. static CreatePolyhedron(options: {
  22237. type?: number;
  22238. size?: number;
  22239. sizeX?: number;
  22240. sizeY?: number;
  22241. sizeZ?: number;
  22242. custom?: any;
  22243. faceUV?: Vector4[];
  22244. faceColors?: Color4[];
  22245. flat?: boolean;
  22246. sideOrientation?: number;
  22247. frontUVs?: Vector4;
  22248. backUVs?: Vector4;
  22249. }): VertexData;
  22250. /**
  22251. * Creates the VertexData for a TorusKnot
  22252. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22253. * * radius the radius of the torus knot, optional, default 2
  22254. * * tube the thickness of the tube, optional, default 0.5
  22255. * * radialSegments the number of sides on each tube segments, optional, default 32
  22256. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22257. * * p the number of windings around the z axis, optional, default 2
  22258. * * q the number of windings around the x axis, optional, default 3
  22259. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22260. * * 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)
  22261. * * 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)
  22262. * @returns the VertexData of the Torus Knot
  22263. */
  22264. static CreateTorusKnot(options: {
  22265. radius?: number;
  22266. tube?: number;
  22267. radialSegments?: number;
  22268. tubularSegments?: number;
  22269. p?: number;
  22270. q?: number;
  22271. sideOrientation?: number;
  22272. frontUVs?: Vector4;
  22273. backUVs?: Vector4;
  22274. }): VertexData;
  22275. /**
  22276. * Compute normals for given positions and indices
  22277. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22278. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22279. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22280. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22281. * * facetNormals : optional array of facet normals (vector3)
  22282. * * facetPositions : optional array of facet positions (vector3)
  22283. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22284. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22285. * * bInfo : optional bounding info, required for facetPartitioning computation
  22286. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22287. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22288. * * useRightHandedSystem: optional boolean to for right handed system computation
  22289. * * depthSort : optional boolean to enable the facet depth sort computation
  22290. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22291. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22292. */
  22293. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22294. facetNormals?: any;
  22295. facetPositions?: any;
  22296. facetPartitioning?: any;
  22297. ratio?: number;
  22298. bInfo?: any;
  22299. bbSize?: Vector3;
  22300. subDiv?: any;
  22301. useRightHandedSystem?: boolean;
  22302. depthSort?: boolean;
  22303. distanceTo?: Vector3;
  22304. depthSortedFacets?: any;
  22305. }): void;
  22306. /** @hidden */
  22307. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22308. /**
  22309. * Applies VertexData created from the imported parameters to the geometry
  22310. * @param parsedVertexData the parsed data from an imported file
  22311. * @param geometry the geometry to apply the VertexData to
  22312. */
  22313. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22314. }
  22315. }
  22316. declare module "babylonjs/Morph/morphTarget" {
  22317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22318. import { Observable } from "babylonjs/Misc/observable";
  22319. import { Nullable, FloatArray } from "babylonjs/types";
  22320. import { Scene } from "babylonjs/scene";
  22321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22322. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22323. /**
  22324. * Defines a target to use with MorphTargetManager
  22325. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22326. */
  22327. export class MorphTarget implements IAnimatable {
  22328. /** defines the name of the target */
  22329. name: string;
  22330. /**
  22331. * Gets or sets the list of animations
  22332. */
  22333. animations: import("babylonjs/Animations/animation").Animation[];
  22334. private _scene;
  22335. private _positions;
  22336. private _normals;
  22337. private _tangents;
  22338. private _uvs;
  22339. private _influence;
  22340. /**
  22341. * Observable raised when the influence changes
  22342. */
  22343. onInfluenceChanged: Observable<boolean>;
  22344. /** @hidden */
  22345. _onDataLayoutChanged: Observable<void>;
  22346. /**
  22347. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22348. */
  22349. influence: number;
  22350. /**
  22351. * Gets or sets the id of the morph Target
  22352. */
  22353. id: string;
  22354. private _animationPropertiesOverride;
  22355. /**
  22356. * Gets or sets the animation properties override
  22357. */
  22358. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22359. /**
  22360. * Creates a new MorphTarget
  22361. * @param name defines the name of the target
  22362. * @param influence defines the influence to use
  22363. * @param scene defines the scene the morphtarget belongs to
  22364. */
  22365. constructor(
  22366. /** defines the name of the target */
  22367. name: string, influence?: number, scene?: Nullable<Scene>);
  22368. /**
  22369. * Gets a boolean defining if the target contains position data
  22370. */
  22371. readonly hasPositions: boolean;
  22372. /**
  22373. * Gets a boolean defining if the target contains normal data
  22374. */
  22375. readonly hasNormals: boolean;
  22376. /**
  22377. * Gets a boolean defining if the target contains tangent data
  22378. */
  22379. readonly hasTangents: boolean;
  22380. /**
  22381. * Gets a boolean defining if the target contains texture coordinates data
  22382. */
  22383. readonly hasUVs: boolean;
  22384. /**
  22385. * Affects position data to this target
  22386. * @param data defines the position data to use
  22387. */
  22388. setPositions(data: Nullable<FloatArray>): void;
  22389. /**
  22390. * Gets the position data stored in this target
  22391. * @returns a FloatArray containing the position data (or null if not present)
  22392. */
  22393. getPositions(): Nullable<FloatArray>;
  22394. /**
  22395. * Affects normal data to this target
  22396. * @param data defines the normal data to use
  22397. */
  22398. setNormals(data: Nullable<FloatArray>): void;
  22399. /**
  22400. * Gets the normal data stored in this target
  22401. * @returns a FloatArray containing the normal data (or null if not present)
  22402. */
  22403. getNormals(): Nullable<FloatArray>;
  22404. /**
  22405. * Affects tangent data to this target
  22406. * @param data defines the tangent data to use
  22407. */
  22408. setTangents(data: Nullable<FloatArray>): void;
  22409. /**
  22410. * Gets the tangent data stored in this target
  22411. * @returns a FloatArray containing the tangent data (or null if not present)
  22412. */
  22413. getTangents(): Nullable<FloatArray>;
  22414. /**
  22415. * Affects texture coordinates data to this target
  22416. * @param data defines the texture coordinates data to use
  22417. */
  22418. setUVs(data: Nullable<FloatArray>): void;
  22419. /**
  22420. * Gets the texture coordinates data stored in this target
  22421. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22422. */
  22423. getUVs(): Nullable<FloatArray>;
  22424. /**
  22425. * Serializes the current target into a Serialization object
  22426. * @returns the serialized object
  22427. */
  22428. serialize(): any;
  22429. /**
  22430. * Returns the string "MorphTarget"
  22431. * @returns "MorphTarget"
  22432. */
  22433. getClassName(): string;
  22434. /**
  22435. * Creates a new target from serialized data
  22436. * @param serializationObject defines the serialized data to use
  22437. * @returns a new MorphTarget
  22438. */
  22439. static Parse(serializationObject: any): MorphTarget;
  22440. /**
  22441. * Creates a MorphTarget from mesh data
  22442. * @param mesh defines the source mesh
  22443. * @param name defines the name to use for the new target
  22444. * @param influence defines the influence to attach to the target
  22445. * @returns a new MorphTarget
  22446. */
  22447. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22448. }
  22449. }
  22450. declare module "babylonjs/Morph/morphTargetManager" {
  22451. import { Nullable } from "babylonjs/types";
  22452. import { Scene } from "babylonjs/scene";
  22453. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22454. /**
  22455. * This class is used to deform meshes using morphing between different targets
  22456. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22457. */
  22458. export class MorphTargetManager {
  22459. private _targets;
  22460. private _targetInfluenceChangedObservers;
  22461. private _targetDataLayoutChangedObservers;
  22462. private _activeTargets;
  22463. private _scene;
  22464. private _influences;
  22465. private _supportsNormals;
  22466. private _supportsTangents;
  22467. private _supportsUVs;
  22468. private _vertexCount;
  22469. private _uniqueId;
  22470. private _tempInfluences;
  22471. /**
  22472. * Gets or sets a boolean indicating if normals must be morphed
  22473. */
  22474. enableNormalMorphing: boolean;
  22475. /**
  22476. * Gets or sets a boolean indicating if tangents must be morphed
  22477. */
  22478. enableTangentMorphing: boolean;
  22479. /**
  22480. * Gets or sets a boolean indicating if UV must be morphed
  22481. */
  22482. enableUVMorphing: boolean;
  22483. /**
  22484. * Creates a new MorphTargetManager
  22485. * @param scene defines the current scene
  22486. */
  22487. constructor(scene?: Nullable<Scene>);
  22488. /**
  22489. * Gets the unique ID of this manager
  22490. */
  22491. readonly uniqueId: number;
  22492. /**
  22493. * Gets the number of vertices handled by this manager
  22494. */
  22495. readonly vertexCount: number;
  22496. /**
  22497. * Gets a boolean indicating if this manager supports morphing of normals
  22498. */
  22499. readonly supportsNormals: boolean;
  22500. /**
  22501. * Gets a boolean indicating if this manager supports morphing of tangents
  22502. */
  22503. readonly supportsTangents: boolean;
  22504. /**
  22505. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22506. */
  22507. readonly supportsUVs: boolean;
  22508. /**
  22509. * Gets the number of targets stored in this manager
  22510. */
  22511. readonly numTargets: number;
  22512. /**
  22513. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22514. */
  22515. readonly numInfluencers: number;
  22516. /**
  22517. * Gets the list of influences (one per target)
  22518. */
  22519. readonly influences: Float32Array;
  22520. /**
  22521. * Gets the active target at specified index. An active target is a target with an influence > 0
  22522. * @param index defines the index to check
  22523. * @returns the requested target
  22524. */
  22525. getActiveTarget(index: number): MorphTarget;
  22526. /**
  22527. * Gets the target at specified index
  22528. * @param index defines the index to check
  22529. * @returns the requested target
  22530. */
  22531. getTarget(index: number): MorphTarget;
  22532. /**
  22533. * Add a new target to this manager
  22534. * @param target defines the target to add
  22535. */
  22536. addTarget(target: MorphTarget): void;
  22537. /**
  22538. * Removes a target from the manager
  22539. * @param target defines the target to remove
  22540. */
  22541. removeTarget(target: MorphTarget): void;
  22542. /**
  22543. * Serializes the current manager into a Serialization object
  22544. * @returns the serialized object
  22545. */
  22546. serialize(): any;
  22547. private _syncActiveTargets;
  22548. /**
  22549. * Syncrhonize the targets with all the meshes using this morph target manager
  22550. */
  22551. synchronize(): void;
  22552. /**
  22553. * Creates a new MorphTargetManager from serialized data
  22554. * @param serializationObject defines the serialized data
  22555. * @param scene defines the hosting scene
  22556. * @returns the new MorphTargetManager
  22557. */
  22558. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22559. }
  22560. }
  22561. declare module "babylonjs/Meshes/meshLODLevel" {
  22562. import { Mesh } from "babylonjs/Meshes/mesh";
  22563. import { Nullable } from "babylonjs/types";
  22564. /**
  22565. * Class used to represent a specific level of detail of a mesh
  22566. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22567. */
  22568. export class MeshLODLevel {
  22569. /** Defines the distance where this level should star being displayed */
  22570. distance: number;
  22571. /** Defines the mesh to use to render this level */
  22572. mesh: Nullable<Mesh>;
  22573. /**
  22574. * Creates a new LOD level
  22575. * @param distance defines the distance where this level should star being displayed
  22576. * @param mesh defines the mesh to use to render this level
  22577. */
  22578. constructor(
  22579. /** Defines the distance where this level should star being displayed */
  22580. distance: number,
  22581. /** Defines the mesh to use to render this level */
  22582. mesh: Nullable<Mesh>);
  22583. }
  22584. }
  22585. declare module "babylonjs/Meshes/groundMesh" {
  22586. import { Scene } from "babylonjs/scene";
  22587. import { Vector3 } from "babylonjs/Maths/math.vector";
  22588. import { Mesh } from "babylonjs/Meshes/mesh";
  22589. /**
  22590. * Mesh representing the gorund
  22591. */
  22592. export class GroundMesh extends Mesh {
  22593. /** If octree should be generated */
  22594. generateOctree: boolean;
  22595. private _heightQuads;
  22596. /** @hidden */
  22597. _subdivisionsX: number;
  22598. /** @hidden */
  22599. _subdivisionsY: number;
  22600. /** @hidden */
  22601. _width: number;
  22602. /** @hidden */
  22603. _height: number;
  22604. /** @hidden */
  22605. _minX: number;
  22606. /** @hidden */
  22607. _maxX: number;
  22608. /** @hidden */
  22609. _minZ: number;
  22610. /** @hidden */
  22611. _maxZ: number;
  22612. constructor(name: string, scene: Scene);
  22613. /**
  22614. * "GroundMesh"
  22615. * @returns "GroundMesh"
  22616. */
  22617. getClassName(): string;
  22618. /**
  22619. * The minimum of x and y subdivisions
  22620. */
  22621. readonly subdivisions: number;
  22622. /**
  22623. * X subdivisions
  22624. */
  22625. readonly subdivisionsX: number;
  22626. /**
  22627. * Y subdivisions
  22628. */
  22629. readonly subdivisionsY: number;
  22630. /**
  22631. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22632. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22633. * @param chunksCount the number of subdivisions for x and y
  22634. * @param octreeBlocksSize (Default: 32)
  22635. */
  22636. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22637. /**
  22638. * Returns a height (y) value in the Worl system :
  22639. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22640. * @param x x coordinate
  22641. * @param z z coordinate
  22642. * @returns the ground y position if (x, z) are outside the ground surface.
  22643. */
  22644. getHeightAtCoordinates(x: number, z: number): number;
  22645. /**
  22646. * Returns a normalized vector (Vector3) orthogonal to the ground
  22647. * at the ground coordinates (x, z) expressed in the World system.
  22648. * @param x x coordinate
  22649. * @param z z coordinate
  22650. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22651. */
  22652. getNormalAtCoordinates(x: number, z: number): Vector3;
  22653. /**
  22654. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22655. * at the ground coordinates (x, z) expressed in the World system.
  22656. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22657. * @param x x coordinate
  22658. * @param z z coordinate
  22659. * @param ref vector to store the result
  22660. * @returns the GroundMesh.
  22661. */
  22662. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22663. /**
  22664. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22665. * if the ground has been updated.
  22666. * This can be used in the render loop.
  22667. * @returns the GroundMesh.
  22668. */
  22669. updateCoordinateHeights(): GroundMesh;
  22670. private _getFacetAt;
  22671. private _initHeightQuads;
  22672. private _computeHeightQuads;
  22673. /**
  22674. * Serializes this ground mesh
  22675. * @param serializationObject object to write serialization to
  22676. */
  22677. serialize(serializationObject: any): void;
  22678. /**
  22679. * Parses a serialized ground mesh
  22680. * @param parsedMesh the serialized mesh
  22681. * @param scene the scene to create the ground mesh in
  22682. * @returns the created ground mesh
  22683. */
  22684. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22685. }
  22686. }
  22687. declare module "babylonjs/Physics/physicsJoint" {
  22688. import { Vector3 } from "babylonjs/Maths/math.vector";
  22689. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22690. /**
  22691. * Interface for Physics-Joint data
  22692. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22693. */
  22694. export interface PhysicsJointData {
  22695. /**
  22696. * The main pivot of the joint
  22697. */
  22698. mainPivot?: Vector3;
  22699. /**
  22700. * The connected pivot of the joint
  22701. */
  22702. connectedPivot?: Vector3;
  22703. /**
  22704. * The main axis of the joint
  22705. */
  22706. mainAxis?: Vector3;
  22707. /**
  22708. * The connected axis of the joint
  22709. */
  22710. connectedAxis?: Vector3;
  22711. /**
  22712. * The collision of the joint
  22713. */
  22714. collision?: boolean;
  22715. /**
  22716. * Native Oimo/Cannon/Energy data
  22717. */
  22718. nativeParams?: any;
  22719. }
  22720. /**
  22721. * This is a holder class for the physics joint created by the physics plugin
  22722. * It holds a set of functions to control the underlying joint
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export class PhysicsJoint {
  22726. /**
  22727. * The type of the physics joint
  22728. */
  22729. type: number;
  22730. /**
  22731. * The data for the physics joint
  22732. */
  22733. jointData: PhysicsJointData;
  22734. private _physicsJoint;
  22735. protected _physicsPlugin: IPhysicsEnginePlugin;
  22736. /**
  22737. * Initializes the physics joint
  22738. * @param type The type of the physics joint
  22739. * @param jointData The data for the physics joint
  22740. */
  22741. constructor(
  22742. /**
  22743. * The type of the physics joint
  22744. */
  22745. type: number,
  22746. /**
  22747. * The data for the physics joint
  22748. */
  22749. jointData: PhysicsJointData);
  22750. /**
  22751. * Gets the physics joint
  22752. */
  22753. /**
  22754. * Sets the physics joint
  22755. */
  22756. physicsJoint: any;
  22757. /**
  22758. * Sets the physics plugin
  22759. */
  22760. physicsPlugin: IPhysicsEnginePlugin;
  22761. /**
  22762. * Execute a function that is physics-plugin specific.
  22763. * @param {Function} func the function that will be executed.
  22764. * It accepts two parameters: the physics world and the physics joint
  22765. */
  22766. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22767. /**
  22768. * Distance-Joint type
  22769. */
  22770. static DistanceJoint: number;
  22771. /**
  22772. * Hinge-Joint type
  22773. */
  22774. static HingeJoint: number;
  22775. /**
  22776. * Ball-and-Socket joint type
  22777. */
  22778. static BallAndSocketJoint: number;
  22779. /**
  22780. * Wheel-Joint type
  22781. */
  22782. static WheelJoint: number;
  22783. /**
  22784. * Slider-Joint type
  22785. */
  22786. static SliderJoint: number;
  22787. /**
  22788. * Prismatic-Joint type
  22789. */
  22790. static PrismaticJoint: number;
  22791. /**
  22792. * Universal-Joint type
  22793. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22794. */
  22795. static UniversalJoint: number;
  22796. /**
  22797. * Hinge-Joint 2 type
  22798. */
  22799. static Hinge2Joint: number;
  22800. /**
  22801. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22802. */
  22803. static PointToPointJoint: number;
  22804. /**
  22805. * Spring-Joint type
  22806. */
  22807. static SpringJoint: number;
  22808. /**
  22809. * Lock-Joint type
  22810. */
  22811. static LockJoint: number;
  22812. }
  22813. /**
  22814. * A class representing a physics distance joint
  22815. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22816. */
  22817. export class DistanceJoint extends PhysicsJoint {
  22818. /**
  22819. *
  22820. * @param jointData The data for the Distance-Joint
  22821. */
  22822. constructor(jointData: DistanceJointData);
  22823. /**
  22824. * Update the predefined distance.
  22825. * @param maxDistance The maximum preferred distance
  22826. * @param minDistance The minimum preferred distance
  22827. */
  22828. updateDistance(maxDistance: number, minDistance?: number): void;
  22829. }
  22830. /**
  22831. * Represents a Motor-Enabled Joint
  22832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22833. */
  22834. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22835. /**
  22836. * Initializes the Motor-Enabled Joint
  22837. * @param type The type of the joint
  22838. * @param jointData The physica joint data for the joint
  22839. */
  22840. constructor(type: number, jointData: PhysicsJointData);
  22841. /**
  22842. * Set the motor values.
  22843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22844. * @param force the force to apply
  22845. * @param maxForce max force for this motor.
  22846. */
  22847. setMotor(force?: number, maxForce?: number): void;
  22848. /**
  22849. * Set the motor's limits.
  22850. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22851. * @param upperLimit The upper limit of the motor
  22852. * @param lowerLimit The lower limit of the motor
  22853. */
  22854. setLimit(upperLimit: number, lowerLimit?: number): void;
  22855. }
  22856. /**
  22857. * This class represents a single physics Hinge-Joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class HingeJoint extends MotorEnabledJoint {
  22861. /**
  22862. * Initializes the Hinge-Joint
  22863. * @param jointData The joint data for the Hinge-Joint
  22864. */
  22865. constructor(jointData: PhysicsJointData);
  22866. /**
  22867. * Set the motor values.
  22868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22869. * @param {number} force the force to apply
  22870. * @param {number} maxForce max force for this motor.
  22871. */
  22872. setMotor(force?: number, maxForce?: number): void;
  22873. /**
  22874. * Set the motor's limits.
  22875. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22876. * @param upperLimit The upper limit of the motor
  22877. * @param lowerLimit The lower limit of the motor
  22878. */
  22879. setLimit(upperLimit: number, lowerLimit?: number): void;
  22880. }
  22881. /**
  22882. * This class represents a dual hinge physics joint (same as wheel joint)
  22883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22884. */
  22885. export class Hinge2Joint extends MotorEnabledJoint {
  22886. /**
  22887. * Initializes the Hinge2-Joint
  22888. * @param jointData The joint data for the Hinge2-Joint
  22889. */
  22890. constructor(jointData: PhysicsJointData);
  22891. /**
  22892. * Set the motor values.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param {number} targetSpeed the speed the motor is to reach
  22895. * @param {number} maxForce max force for this motor.
  22896. * @param {motorIndex} the motor's index, 0 or 1.
  22897. */
  22898. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22899. /**
  22900. * Set the motor limits.
  22901. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22902. * @param {number} upperLimit the upper limit
  22903. * @param {number} lowerLimit lower limit
  22904. * @param {motorIndex} the motor's index, 0 or 1.
  22905. */
  22906. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22907. }
  22908. /**
  22909. * Interface for a motor enabled joint
  22910. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22911. */
  22912. export interface IMotorEnabledJoint {
  22913. /**
  22914. * Physics joint
  22915. */
  22916. physicsJoint: any;
  22917. /**
  22918. * Sets the motor of the motor-enabled joint
  22919. * @param force The force of the motor
  22920. * @param maxForce The maximum force of the motor
  22921. * @param motorIndex The index of the motor
  22922. */
  22923. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22924. /**
  22925. * Sets the limit of the motor
  22926. * @param upperLimit The upper limit of the motor
  22927. * @param lowerLimit The lower limit of the motor
  22928. * @param motorIndex The index of the motor
  22929. */
  22930. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22931. }
  22932. /**
  22933. * Joint data for a Distance-Joint
  22934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22935. */
  22936. export interface DistanceJointData extends PhysicsJointData {
  22937. /**
  22938. * Max distance the 2 joint objects can be apart
  22939. */
  22940. maxDistance: number;
  22941. }
  22942. /**
  22943. * Joint data from a spring joint
  22944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22945. */
  22946. export interface SpringJointData extends PhysicsJointData {
  22947. /**
  22948. * Length of the spring
  22949. */
  22950. length: number;
  22951. /**
  22952. * Stiffness of the spring
  22953. */
  22954. stiffness: number;
  22955. /**
  22956. * Damping of the spring
  22957. */
  22958. damping: number;
  22959. /** this callback will be called when applying the force to the impostors. */
  22960. forceApplicationCallback: () => void;
  22961. }
  22962. }
  22963. declare module "babylonjs/Physics/physicsRaycastResult" {
  22964. import { Vector3 } from "babylonjs/Maths/math.vector";
  22965. /**
  22966. * Holds the data for the raycast result
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class PhysicsRaycastResult {
  22970. private _hasHit;
  22971. private _hitDistance;
  22972. private _hitNormalWorld;
  22973. private _hitPointWorld;
  22974. private _rayFromWorld;
  22975. private _rayToWorld;
  22976. /**
  22977. * Gets if there was a hit
  22978. */
  22979. readonly hasHit: boolean;
  22980. /**
  22981. * Gets the distance from the hit
  22982. */
  22983. readonly hitDistance: number;
  22984. /**
  22985. * Gets the hit normal/direction in the world
  22986. */
  22987. readonly hitNormalWorld: Vector3;
  22988. /**
  22989. * Gets the hit point in the world
  22990. */
  22991. readonly hitPointWorld: Vector3;
  22992. /**
  22993. * Gets the ray "start point" of the ray in the world
  22994. */
  22995. readonly rayFromWorld: Vector3;
  22996. /**
  22997. * Gets the ray "end point" of the ray in the world
  22998. */
  22999. readonly rayToWorld: Vector3;
  23000. /**
  23001. * Sets the hit data (normal & point in world space)
  23002. * @param hitNormalWorld defines the normal in world space
  23003. * @param hitPointWorld defines the point in world space
  23004. */
  23005. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23006. /**
  23007. * Sets the distance from the start point to the hit point
  23008. * @param distance
  23009. */
  23010. setHitDistance(distance: number): void;
  23011. /**
  23012. * Calculates the distance manually
  23013. */
  23014. calculateHitDistance(): void;
  23015. /**
  23016. * Resets all the values to default
  23017. * @param from The from point on world space
  23018. * @param to The to point on world space
  23019. */
  23020. reset(from?: Vector3, to?: Vector3): void;
  23021. }
  23022. /**
  23023. * Interface for the size containing width and height
  23024. */
  23025. interface IXYZ {
  23026. /**
  23027. * X
  23028. */
  23029. x: number;
  23030. /**
  23031. * Y
  23032. */
  23033. y: number;
  23034. /**
  23035. * Z
  23036. */
  23037. z: number;
  23038. }
  23039. }
  23040. declare module "babylonjs/Physics/IPhysicsEngine" {
  23041. import { Nullable } from "babylonjs/types";
  23042. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23044. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23045. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23046. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23047. /**
  23048. * Interface used to describe a physics joint
  23049. */
  23050. export interface PhysicsImpostorJoint {
  23051. /** Defines the main impostor to which the joint is linked */
  23052. mainImpostor: PhysicsImpostor;
  23053. /** Defines the impostor that is connected to the main impostor using this joint */
  23054. connectedImpostor: PhysicsImpostor;
  23055. /** Defines the joint itself */
  23056. joint: PhysicsJoint;
  23057. }
  23058. /** @hidden */
  23059. export interface IPhysicsEnginePlugin {
  23060. world: any;
  23061. name: string;
  23062. setGravity(gravity: Vector3): void;
  23063. setTimeStep(timeStep: number): void;
  23064. getTimeStep(): number;
  23065. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23066. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23067. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23068. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23069. removePhysicsBody(impostor: PhysicsImpostor): void;
  23070. generateJoint(joint: PhysicsImpostorJoint): void;
  23071. removeJoint(joint: PhysicsImpostorJoint): void;
  23072. isSupported(): boolean;
  23073. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23074. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23075. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23076. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23077. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23078. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23079. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23080. getBodyMass(impostor: PhysicsImpostor): number;
  23081. getBodyFriction(impostor: PhysicsImpostor): number;
  23082. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23083. getBodyRestitution(impostor: PhysicsImpostor): number;
  23084. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23085. getBodyPressure?(impostor: PhysicsImpostor): number;
  23086. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23087. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23088. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23089. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23090. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23091. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23092. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23093. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23094. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23095. sleepBody(impostor: PhysicsImpostor): void;
  23096. wakeUpBody(impostor: PhysicsImpostor): void;
  23097. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23098. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23099. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23100. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23101. getRadius(impostor: PhysicsImpostor): number;
  23102. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23103. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23104. dispose(): void;
  23105. }
  23106. /**
  23107. * Interface used to define a physics engine
  23108. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23109. */
  23110. export interface IPhysicsEngine {
  23111. /**
  23112. * Gets the gravity vector used by the simulation
  23113. */
  23114. gravity: Vector3;
  23115. /**
  23116. * Sets the gravity vector used by the simulation
  23117. * @param gravity defines the gravity vector to use
  23118. */
  23119. setGravity(gravity: Vector3): void;
  23120. /**
  23121. * Set the time step of the physics engine.
  23122. * Default is 1/60.
  23123. * To slow it down, enter 1/600 for example.
  23124. * To speed it up, 1/30
  23125. * @param newTimeStep the new timestep to apply to this world.
  23126. */
  23127. setTimeStep(newTimeStep: number): void;
  23128. /**
  23129. * Get the time step of the physics engine.
  23130. * @returns the current time step
  23131. */
  23132. getTimeStep(): number;
  23133. /**
  23134. * Release all resources
  23135. */
  23136. dispose(): void;
  23137. /**
  23138. * Gets the name of the current physics plugin
  23139. * @returns the name of the plugin
  23140. */
  23141. getPhysicsPluginName(): string;
  23142. /**
  23143. * Adding a new impostor for the impostor tracking.
  23144. * This will be done by the impostor itself.
  23145. * @param impostor the impostor to add
  23146. */
  23147. addImpostor(impostor: PhysicsImpostor): void;
  23148. /**
  23149. * Remove an impostor from the engine.
  23150. * This impostor and its mesh will not longer be updated by the physics engine.
  23151. * @param impostor the impostor to remove
  23152. */
  23153. removeImpostor(impostor: PhysicsImpostor): void;
  23154. /**
  23155. * Add a joint to the physics engine
  23156. * @param mainImpostor defines the main impostor to which the joint is added.
  23157. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23158. * @param joint defines the joint that will connect both impostors.
  23159. */
  23160. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23161. /**
  23162. * Removes a joint from the simulation
  23163. * @param mainImpostor defines the impostor used with the joint
  23164. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23165. * @param joint defines the joint to remove
  23166. */
  23167. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23168. /**
  23169. * Gets the current plugin used to run the simulation
  23170. * @returns current plugin
  23171. */
  23172. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23173. /**
  23174. * Gets the list of physic impostors
  23175. * @returns an array of PhysicsImpostor
  23176. */
  23177. getImpostors(): Array<PhysicsImpostor>;
  23178. /**
  23179. * Gets the impostor for a physics enabled object
  23180. * @param object defines the object impersonated by the impostor
  23181. * @returns the PhysicsImpostor or null if not found
  23182. */
  23183. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23184. /**
  23185. * Gets the impostor for a physics body object
  23186. * @param body defines physics body used by the impostor
  23187. * @returns the PhysicsImpostor or null if not found
  23188. */
  23189. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23190. /**
  23191. * Does a raycast in the physics world
  23192. * @param from when should the ray start?
  23193. * @param to when should the ray end?
  23194. * @returns PhysicsRaycastResult
  23195. */
  23196. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23197. /**
  23198. * Called by the scene. No need to call it.
  23199. * @param delta defines the timespam between frames
  23200. */
  23201. _step(delta: number): void;
  23202. }
  23203. }
  23204. declare module "babylonjs/Physics/physicsImpostor" {
  23205. import { Nullable, IndicesArray } from "babylonjs/types";
  23206. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23207. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23209. import { Scene } from "babylonjs/scene";
  23210. import { Bone } from "babylonjs/Bones/bone";
  23211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23212. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23213. import { Space } from "babylonjs/Maths/math.axis";
  23214. /**
  23215. * The interface for the physics imposter parameters
  23216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23217. */
  23218. export interface PhysicsImpostorParameters {
  23219. /**
  23220. * The mass of the physics imposter
  23221. */
  23222. mass: number;
  23223. /**
  23224. * The friction of the physics imposter
  23225. */
  23226. friction?: number;
  23227. /**
  23228. * The coefficient of restitution of the physics imposter
  23229. */
  23230. restitution?: number;
  23231. /**
  23232. * The native options of the physics imposter
  23233. */
  23234. nativeOptions?: any;
  23235. /**
  23236. * Specifies if the parent should be ignored
  23237. */
  23238. ignoreParent?: boolean;
  23239. /**
  23240. * Specifies if bi-directional transformations should be disabled
  23241. */
  23242. disableBidirectionalTransformation?: boolean;
  23243. /**
  23244. * The pressure inside the physics imposter, soft object only
  23245. */
  23246. pressure?: number;
  23247. /**
  23248. * The stiffness the physics imposter, soft object only
  23249. */
  23250. stiffness?: number;
  23251. /**
  23252. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23253. */
  23254. velocityIterations?: number;
  23255. /**
  23256. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23257. */
  23258. positionIterations?: number;
  23259. /**
  23260. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23261. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23262. * Add to fix multiple points
  23263. */
  23264. fixedPoints?: number;
  23265. /**
  23266. * The collision margin around a soft object
  23267. */
  23268. margin?: number;
  23269. /**
  23270. * The collision margin around a soft object
  23271. */
  23272. damping?: number;
  23273. /**
  23274. * The path for a rope based on an extrusion
  23275. */
  23276. path?: any;
  23277. /**
  23278. * The shape of an extrusion used for a rope based on an extrusion
  23279. */
  23280. shape?: any;
  23281. }
  23282. /**
  23283. * Interface for a physics-enabled object
  23284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23285. */
  23286. export interface IPhysicsEnabledObject {
  23287. /**
  23288. * The position of the physics-enabled object
  23289. */
  23290. position: Vector3;
  23291. /**
  23292. * The rotation of the physics-enabled object
  23293. */
  23294. rotationQuaternion: Nullable<Quaternion>;
  23295. /**
  23296. * The scale of the physics-enabled object
  23297. */
  23298. scaling: Vector3;
  23299. /**
  23300. * The rotation of the physics-enabled object
  23301. */
  23302. rotation?: Vector3;
  23303. /**
  23304. * The parent of the physics-enabled object
  23305. */
  23306. parent?: any;
  23307. /**
  23308. * The bounding info of the physics-enabled object
  23309. * @returns The bounding info of the physics-enabled object
  23310. */
  23311. getBoundingInfo(): BoundingInfo;
  23312. /**
  23313. * Computes the world matrix
  23314. * @param force Specifies if the world matrix should be computed by force
  23315. * @returns A world matrix
  23316. */
  23317. computeWorldMatrix(force: boolean): Matrix;
  23318. /**
  23319. * Gets the world matrix
  23320. * @returns A world matrix
  23321. */
  23322. getWorldMatrix?(): Matrix;
  23323. /**
  23324. * Gets the child meshes
  23325. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23326. * @returns An array of abstract meshes
  23327. */
  23328. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23329. /**
  23330. * Gets the vertex data
  23331. * @param kind The type of vertex data
  23332. * @returns A nullable array of numbers, or a float32 array
  23333. */
  23334. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23335. /**
  23336. * Gets the indices from the mesh
  23337. * @returns A nullable array of index arrays
  23338. */
  23339. getIndices?(): Nullable<IndicesArray>;
  23340. /**
  23341. * Gets the scene from the mesh
  23342. * @returns the indices array or null
  23343. */
  23344. getScene?(): Scene;
  23345. /**
  23346. * Gets the absolute position from the mesh
  23347. * @returns the absolute position
  23348. */
  23349. getAbsolutePosition(): Vector3;
  23350. /**
  23351. * Gets the absolute pivot point from the mesh
  23352. * @returns the absolute pivot point
  23353. */
  23354. getAbsolutePivotPoint(): Vector3;
  23355. /**
  23356. * Rotates the mesh
  23357. * @param axis The axis of rotation
  23358. * @param amount The amount of rotation
  23359. * @param space The space of the rotation
  23360. * @returns The rotation transform node
  23361. */
  23362. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23363. /**
  23364. * Translates the mesh
  23365. * @param axis The axis of translation
  23366. * @param distance The distance of translation
  23367. * @param space The space of the translation
  23368. * @returns The transform node
  23369. */
  23370. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23371. /**
  23372. * Sets the absolute position of the mesh
  23373. * @param absolutePosition The absolute position of the mesh
  23374. * @returns The transform node
  23375. */
  23376. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23377. /**
  23378. * Gets the class name of the mesh
  23379. * @returns The class name
  23380. */
  23381. getClassName(): string;
  23382. }
  23383. /**
  23384. * Represents a physics imposter
  23385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23386. */
  23387. export class PhysicsImpostor {
  23388. /**
  23389. * The physics-enabled object used as the physics imposter
  23390. */
  23391. object: IPhysicsEnabledObject;
  23392. /**
  23393. * The type of the physics imposter
  23394. */
  23395. type: number;
  23396. private _options;
  23397. private _scene?;
  23398. /**
  23399. * The default object size of the imposter
  23400. */
  23401. static DEFAULT_OBJECT_SIZE: Vector3;
  23402. /**
  23403. * The identity quaternion of the imposter
  23404. */
  23405. static IDENTITY_QUATERNION: Quaternion;
  23406. /** @hidden */
  23407. _pluginData: any;
  23408. private _physicsEngine;
  23409. private _physicsBody;
  23410. private _bodyUpdateRequired;
  23411. private _onBeforePhysicsStepCallbacks;
  23412. private _onAfterPhysicsStepCallbacks;
  23413. /** @hidden */
  23414. _onPhysicsCollideCallbacks: Array<{
  23415. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23416. otherImpostors: Array<PhysicsImpostor>;
  23417. }>;
  23418. private _deltaPosition;
  23419. private _deltaRotation;
  23420. private _deltaRotationConjugated;
  23421. /** @hidden */
  23422. _isFromLine: boolean;
  23423. private _parent;
  23424. private _isDisposed;
  23425. private static _tmpVecs;
  23426. private static _tmpQuat;
  23427. /**
  23428. * Specifies if the physics imposter is disposed
  23429. */
  23430. readonly isDisposed: boolean;
  23431. /**
  23432. * Gets the mass of the physics imposter
  23433. */
  23434. mass: number;
  23435. /**
  23436. * Gets the coefficient of friction
  23437. */
  23438. /**
  23439. * Sets the coefficient of friction
  23440. */
  23441. friction: number;
  23442. /**
  23443. * Gets the coefficient of restitution
  23444. */
  23445. /**
  23446. * Sets the coefficient of restitution
  23447. */
  23448. restitution: number;
  23449. /**
  23450. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23451. */
  23452. /**
  23453. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23454. */
  23455. pressure: number;
  23456. /**
  23457. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23458. */
  23459. /**
  23460. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23461. */
  23462. stiffness: number;
  23463. /**
  23464. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23465. */
  23466. /**
  23467. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23468. */
  23469. velocityIterations: number;
  23470. /**
  23471. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23472. */
  23473. /**
  23474. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23475. */
  23476. positionIterations: number;
  23477. /**
  23478. * The unique id of the physics imposter
  23479. * set by the physics engine when adding this impostor to the array
  23480. */
  23481. uniqueId: number;
  23482. /**
  23483. * @hidden
  23484. */
  23485. soft: boolean;
  23486. /**
  23487. * @hidden
  23488. */
  23489. segments: number;
  23490. private _joints;
  23491. /**
  23492. * Initializes the physics imposter
  23493. * @param object The physics-enabled object used as the physics imposter
  23494. * @param type The type of the physics imposter
  23495. * @param _options The options for the physics imposter
  23496. * @param _scene The Babylon scene
  23497. */
  23498. constructor(
  23499. /**
  23500. * The physics-enabled object used as the physics imposter
  23501. */
  23502. object: IPhysicsEnabledObject,
  23503. /**
  23504. * The type of the physics imposter
  23505. */
  23506. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23507. /**
  23508. * This function will completly initialize this impostor.
  23509. * It will create a new body - but only if this mesh has no parent.
  23510. * If it has, this impostor will not be used other than to define the impostor
  23511. * of the child mesh.
  23512. * @hidden
  23513. */
  23514. _init(): void;
  23515. private _getPhysicsParent;
  23516. /**
  23517. * Should a new body be generated.
  23518. * @returns boolean specifying if body initialization is required
  23519. */
  23520. isBodyInitRequired(): boolean;
  23521. /**
  23522. * Sets the updated scaling
  23523. * @param updated Specifies if the scaling is updated
  23524. */
  23525. setScalingUpdated(): void;
  23526. /**
  23527. * Force a regeneration of this or the parent's impostor's body.
  23528. * Use under cautious - This will remove all joints already implemented.
  23529. */
  23530. forceUpdate(): void;
  23531. /**
  23532. * Gets the body that holds this impostor. Either its own, or its parent.
  23533. */
  23534. /**
  23535. * Set the physics body. Used mainly by the physics engine/plugin
  23536. */
  23537. physicsBody: any;
  23538. /**
  23539. * Get the parent of the physics imposter
  23540. * @returns Physics imposter or null
  23541. */
  23542. /**
  23543. * Sets the parent of the physics imposter
  23544. */
  23545. parent: Nullable<PhysicsImpostor>;
  23546. /**
  23547. * Resets the update flags
  23548. */
  23549. resetUpdateFlags(): void;
  23550. /**
  23551. * Gets the object extend size
  23552. * @returns the object extend size
  23553. */
  23554. getObjectExtendSize(): Vector3;
  23555. /**
  23556. * Gets the object center
  23557. * @returns The object center
  23558. */
  23559. getObjectCenter(): Vector3;
  23560. /**
  23561. * Get a specific parametes from the options parameter
  23562. * @param paramName The object parameter name
  23563. * @returns The object parameter
  23564. */
  23565. getParam(paramName: string): any;
  23566. /**
  23567. * Sets a specific parameter in the options given to the physics plugin
  23568. * @param paramName The parameter name
  23569. * @param value The value of the parameter
  23570. */
  23571. setParam(paramName: string, value: number): void;
  23572. /**
  23573. * Specifically change the body's mass option. Won't recreate the physics body object
  23574. * @param mass The mass of the physics imposter
  23575. */
  23576. setMass(mass: number): void;
  23577. /**
  23578. * Gets the linear velocity
  23579. * @returns linear velocity or null
  23580. */
  23581. getLinearVelocity(): Nullable<Vector3>;
  23582. /**
  23583. * Sets the linear velocity
  23584. * @param velocity linear velocity or null
  23585. */
  23586. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23587. /**
  23588. * Gets the angular velocity
  23589. * @returns angular velocity or null
  23590. */
  23591. getAngularVelocity(): Nullable<Vector3>;
  23592. /**
  23593. * Sets the angular velocity
  23594. * @param velocity The velocity or null
  23595. */
  23596. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23597. /**
  23598. * Execute a function with the physics plugin native code
  23599. * Provide a function the will have two variables - the world object and the physics body object
  23600. * @param func The function to execute with the physics plugin native code
  23601. */
  23602. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23603. /**
  23604. * Register a function that will be executed before the physics world is stepping forward
  23605. * @param func The function to execute before the physics world is stepped forward
  23606. */
  23607. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23608. /**
  23609. * Unregister a function that will be executed before the physics world is stepping forward
  23610. * @param func The function to execute before the physics world is stepped forward
  23611. */
  23612. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23613. /**
  23614. * Register a function that will be executed after the physics step
  23615. * @param func The function to execute after physics step
  23616. */
  23617. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23618. /**
  23619. * Unregisters a function that will be executed after the physics step
  23620. * @param func The function to execute after physics step
  23621. */
  23622. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23623. /**
  23624. * register a function that will be executed when this impostor collides against a different body
  23625. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23626. * @param func Callback that is executed on collision
  23627. */
  23628. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23629. /**
  23630. * Unregisters the physics imposter on contact
  23631. * @param collideAgainst The physics object to collide against
  23632. * @param func Callback to execute on collision
  23633. */
  23634. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23635. private _tmpQuat;
  23636. private _tmpQuat2;
  23637. /**
  23638. * Get the parent rotation
  23639. * @returns The parent rotation
  23640. */
  23641. getParentsRotation(): Quaternion;
  23642. /**
  23643. * this function is executed by the physics engine.
  23644. */
  23645. beforeStep: () => void;
  23646. /**
  23647. * this function is executed by the physics engine
  23648. */
  23649. afterStep: () => void;
  23650. /**
  23651. * Legacy collision detection event support
  23652. */
  23653. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23654. /**
  23655. * event and body object due to cannon's event-based architecture.
  23656. */
  23657. onCollide: (e: {
  23658. body: any;
  23659. }) => void;
  23660. /**
  23661. * Apply a force
  23662. * @param force The force to apply
  23663. * @param contactPoint The contact point for the force
  23664. * @returns The physics imposter
  23665. */
  23666. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23667. /**
  23668. * Apply an impulse
  23669. * @param force The impulse force
  23670. * @param contactPoint The contact point for the impulse force
  23671. * @returns The physics imposter
  23672. */
  23673. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23674. /**
  23675. * A help function to create a joint
  23676. * @param otherImpostor A physics imposter used to create a joint
  23677. * @param jointType The type of joint
  23678. * @param jointData The data for the joint
  23679. * @returns The physics imposter
  23680. */
  23681. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23682. /**
  23683. * Add a joint to this impostor with a different impostor
  23684. * @param otherImpostor A physics imposter used to add a joint
  23685. * @param joint The joint to add
  23686. * @returns The physics imposter
  23687. */
  23688. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23689. /**
  23690. * Add an anchor to a cloth impostor
  23691. * @param otherImpostor rigid impostor to anchor to
  23692. * @param width ratio across width from 0 to 1
  23693. * @param height ratio up height from 0 to 1
  23694. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23695. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23696. * @returns impostor the soft imposter
  23697. */
  23698. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23699. /**
  23700. * Add a hook to a rope impostor
  23701. * @param otherImpostor rigid impostor to anchor to
  23702. * @param length ratio across rope from 0 to 1
  23703. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23704. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23705. * @returns impostor the rope imposter
  23706. */
  23707. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23708. /**
  23709. * Will keep this body still, in a sleep mode.
  23710. * @returns the physics imposter
  23711. */
  23712. sleep(): PhysicsImpostor;
  23713. /**
  23714. * Wake the body up.
  23715. * @returns The physics imposter
  23716. */
  23717. wakeUp(): PhysicsImpostor;
  23718. /**
  23719. * Clones the physics imposter
  23720. * @param newObject The physics imposter clones to this physics-enabled object
  23721. * @returns A nullable physics imposter
  23722. */
  23723. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23724. /**
  23725. * Disposes the physics imposter
  23726. */
  23727. dispose(): void;
  23728. /**
  23729. * Sets the delta position
  23730. * @param position The delta position amount
  23731. */
  23732. setDeltaPosition(position: Vector3): void;
  23733. /**
  23734. * Sets the delta rotation
  23735. * @param rotation The delta rotation amount
  23736. */
  23737. setDeltaRotation(rotation: Quaternion): void;
  23738. /**
  23739. * Gets the box size of the physics imposter and stores the result in the input parameter
  23740. * @param result Stores the box size
  23741. * @returns The physics imposter
  23742. */
  23743. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23744. /**
  23745. * Gets the radius of the physics imposter
  23746. * @returns Radius of the physics imposter
  23747. */
  23748. getRadius(): number;
  23749. /**
  23750. * Sync a bone with this impostor
  23751. * @param bone The bone to sync to the impostor.
  23752. * @param boneMesh The mesh that the bone is influencing.
  23753. * @param jointPivot The pivot of the joint / bone in local space.
  23754. * @param distToJoint Optional distance from the impostor to the joint.
  23755. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23756. */
  23757. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23758. /**
  23759. * Sync impostor to a bone
  23760. * @param bone The bone that the impostor will be synced to.
  23761. * @param boneMesh The mesh that the bone is influencing.
  23762. * @param jointPivot The pivot of the joint / bone in local space.
  23763. * @param distToJoint Optional distance from the impostor to the joint.
  23764. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23765. * @param boneAxis Optional vector3 axis the bone is aligned with
  23766. */
  23767. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23768. /**
  23769. * No-Imposter type
  23770. */
  23771. static NoImpostor: number;
  23772. /**
  23773. * Sphere-Imposter type
  23774. */
  23775. static SphereImpostor: number;
  23776. /**
  23777. * Box-Imposter type
  23778. */
  23779. static BoxImpostor: number;
  23780. /**
  23781. * Plane-Imposter type
  23782. */
  23783. static PlaneImpostor: number;
  23784. /**
  23785. * Mesh-imposter type
  23786. */
  23787. static MeshImpostor: number;
  23788. /**
  23789. * Capsule-Impostor type (Ammo.js plugin only)
  23790. */
  23791. static CapsuleImpostor: number;
  23792. /**
  23793. * Cylinder-Imposter type
  23794. */
  23795. static CylinderImpostor: number;
  23796. /**
  23797. * Particle-Imposter type
  23798. */
  23799. static ParticleImpostor: number;
  23800. /**
  23801. * Heightmap-Imposter type
  23802. */
  23803. static HeightmapImpostor: number;
  23804. /**
  23805. * ConvexHull-Impostor type (Ammo.js plugin only)
  23806. */
  23807. static ConvexHullImpostor: number;
  23808. /**
  23809. * Rope-Imposter type
  23810. */
  23811. static RopeImpostor: number;
  23812. /**
  23813. * Cloth-Imposter type
  23814. */
  23815. static ClothImpostor: number;
  23816. /**
  23817. * Softbody-Imposter type
  23818. */
  23819. static SoftbodyImpostor: number;
  23820. }
  23821. }
  23822. declare module "babylonjs/Meshes/mesh" {
  23823. import { Observable } from "babylonjs/Misc/observable";
  23824. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23825. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23826. import { Camera } from "babylonjs/Cameras/camera";
  23827. import { Scene } from "babylonjs/scene";
  23828. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23829. import { Color4 } from "babylonjs/Maths/math.color";
  23830. import { Engine } from "babylonjs/Engines/engine";
  23831. import { Node } from "babylonjs/node";
  23832. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23833. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23834. import { Buffer } from "babylonjs/Meshes/buffer";
  23835. import { Geometry } from "babylonjs/Meshes/geometry";
  23836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23837. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23838. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23839. import { Effect } from "babylonjs/Materials/effect";
  23840. import { Material } from "babylonjs/Materials/material";
  23841. import { Skeleton } from "babylonjs/Bones/skeleton";
  23842. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23843. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23844. import { Path3D } from "babylonjs/Maths/math.path";
  23845. import { Plane } from "babylonjs/Maths/math.plane";
  23846. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23847. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23848. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23849. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23850. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23851. /**
  23852. * @hidden
  23853. **/
  23854. export class _CreationDataStorage {
  23855. closePath?: boolean;
  23856. closeArray?: boolean;
  23857. idx: number[];
  23858. dashSize: number;
  23859. gapSize: number;
  23860. path3D: Path3D;
  23861. pathArray: Vector3[][];
  23862. arc: number;
  23863. radius: number;
  23864. cap: number;
  23865. tessellation: number;
  23866. }
  23867. /**
  23868. * @hidden
  23869. **/
  23870. class _InstanceDataStorage {
  23871. visibleInstances: any;
  23872. batchCache: _InstancesBatch;
  23873. instancesBufferSize: number;
  23874. instancesBuffer: Nullable<Buffer>;
  23875. instancesData: Float32Array;
  23876. overridenInstanceCount: number;
  23877. isFrozen: boolean;
  23878. previousBatch: Nullable<_InstancesBatch>;
  23879. hardwareInstancedRendering: boolean;
  23880. sideOrientation: number;
  23881. }
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _InstancesBatch {
  23886. mustReturn: boolean;
  23887. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23888. renderSelf: boolean[];
  23889. hardwareInstancedRendering: boolean[];
  23890. }
  23891. /**
  23892. * Class used to represent renderable models
  23893. */
  23894. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23895. /**
  23896. * Mesh side orientation : usually the external or front surface
  23897. */
  23898. static readonly FRONTSIDE: number;
  23899. /**
  23900. * Mesh side orientation : usually the internal or back surface
  23901. */
  23902. static readonly BACKSIDE: number;
  23903. /**
  23904. * Mesh side orientation : both internal and external or front and back surfaces
  23905. */
  23906. static readonly DOUBLESIDE: number;
  23907. /**
  23908. * Mesh side orientation : by default, `FRONTSIDE`
  23909. */
  23910. static readonly DEFAULTSIDE: number;
  23911. /**
  23912. * Mesh cap setting : no cap
  23913. */
  23914. static readonly NO_CAP: number;
  23915. /**
  23916. * Mesh cap setting : one cap at the beginning of the mesh
  23917. */
  23918. static readonly CAP_START: number;
  23919. /**
  23920. * Mesh cap setting : one cap at the end of the mesh
  23921. */
  23922. static readonly CAP_END: number;
  23923. /**
  23924. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23925. */
  23926. static readonly CAP_ALL: number;
  23927. /**
  23928. * Mesh pattern setting : no flip or rotate
  23929. */
  23930. static readonly NO_FLIP: number;
  23931. /**
  23932. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23933. */
  23934. static readonly FLIP_TILE: number;
  23935. /**
  23936. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23937. */
  23938. static readonly ROTATE_TILE: number;
  23939. /**
  23940. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23941. */
  23942. static readonly FLIP_ROW: number;
  23943. /**
  23944. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23945. */
  23946. static readonly ROTATE_ROW: number;
  23947. /**
  23948. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23949. */
  23950. static readonly FLIP_N_ROTATE_TILE: number;
  23951. /**
  23952. * Mesh pattern setting : rotate pattern and rotate
  23953. */
  23954. static readonly FLIP_N_ROTATE_ROW: number;
  23955. /**
  23956. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23957. */
  23958. static readonly CENTER: number;
  23959. /**
  23960. * Mesh tile positioning : part tiles on left
  23961. */
  23962. static readonly LEFT: number;
  23963. /**
  23964. * Mesh tile positioning : part tiles on right
  23965. */
  23966. static readonly RIGHT: number;
  23967. /**
  23968. * Mesh tile positioning : part tiles on top
  23969. */
  23970. static readonly TOP: number;
  23971. /**
  23972. * Mesh tile positioning : part tiles on bottom
  23973. */
  23974. static readonly BOTTOM: number;
  23975. /**
  23976. * Gets the default side orientation.
  23977. * @param orientation the orientation to value to attempt to get
  23978. * @returns the default orientation
  23979. * @hidden
  23980. */
  23981. static _GetDefaultSideOrientation(orientation?: number): number;
  23982. private _internalMeshDataInfo;
  23983. /**
  23984. * An event triggered before rendering the mesh
  23985. */
  23986. readonly onBeforeRenderObservable: Observable<Mesh>;
  23987. /**
  23988. * An event triggered before binding the mesh
  23989. */
  23990. readonly onBeforeBindObservable: Observable<Mesh>;
  23991. /**
  23992. * An event triggered after rendering the mesh
  23993. */
  23994. readonly onAfterRenderObservable: Observable<Mesh>;
  23995. /**
  23996. * An event triggered before drawing the mesh
  23997. */
  23998. readonly onBeforeDrawObservable: Observable<Mesh>;
  23999. private _onBeforeDrawObserver;
  24000. /**
  24001. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24002. */
  24003. onBeforeDraw: () => void;
  24004. /**
  24005. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24006. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24007. */
  24008. delayLoadState: number;
  24009. /**
  24010. * Gets the list of instances created from this mesh
  24011. * it is not supposed to be modified manually.
  24012. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24013. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24014. */
  24015. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24016. /**
  24017. * Gets the file containing delay loading data for this mesh
  24018. */
  24019. delayLoadingFile: string;
  24020. /** @hidden */
  24021. _binaryInfo: any;
  24022. /**
  24023. * User defined function used to change how LOD level selection is done
  24024. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24025. */
  24026. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24027. /**
  24028. * Gets or sets the morph target manager
  24029. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24030. */
  24031. morphTargetManager: Nullable<MorphTargetManager>;
  24032. /** @hidden */
  24033. _creationDataStorage: Nullable<_CreationDataStorage>;
  24034. /** @hidden */
  24035. _geometry: Nullable<Geometry>;
  24036. /** @hidden */
  24037. _delayInfo: Array<string>;
  24038. /** @hidden */
  24039. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24040. /** @hidden */
  24041. _instanceDataStorage: _InstanceDataStorage;
  24042. private _effectiveMaterial;
  24043. /** @hidden */
  24044. _shouldGenerateFlatShading: boolean;
  24045. /** @hidden */
  24046. _originalBuilderSideOrientation: number;
  24047. /**
  24048. * Use this property to change the original side orientation defined at construction time
  24049. */
  24050. overrideMaterialSideOrientation: Nullable<number>;
  24051. /**
  24052. * Gets the source mesh (the one used to clone this one from)
  24053. */
  24054. readonly source: Nullable<Mesh>;
  24055. /**
  24056. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24057. */
  24058. isUnIndexed: boolean;
  24059. /**
  24060. * @constructor
  24061. * @param name The value used by scene.getMeshByName() to do a lookup.
  24062. * @param scene The scene to add this mesh to.
  24063. * @param parent The parent of this mesh, if it has one
  24064. * @param source An optional Mesh from which geometry is shared, cloned.
  24065. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24066. * When false, achieved by calling a clone(), also passing False.
  24067. * This will make creation of children, recursive.
  24068. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24069. */
  24070. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24071. /**
  24072. * Gets the class name
  24073. * @returns the string "Mesh".
  24074. */
  24075. getClassName(): string;
  24076. /** @hidden */
  24077. readonly _isMesh: boolean;
  24078. /**
  24079. * Returns a description of this mesh
  24080. * @param fullDetails define if full details about this mesh must be used
  24081. * @returns a descriptive string representing this mesh
  24082. */
  24083. toString(fullDetails?: boolean): string;
  24084. /** @hidden */
  24085. _unBindEffect(): void;
  24086. /**
  24087. * Gets a boolean indicating if this mesh has LOD
  24088. */
  24089. readonly hasLODLevels: boolean;
  24090. /**
  24091. * Gets the list of MeshLODLevel associated with the current mesh
  24092. * @returns an array of MeshLODLevel
  24093. */
  24094. getLODLevels(): MeshLODLevel[];
  24095. private _sortLODLevels;
  24096. /**
  24097. * Add a mesh as LOD level triggered at the given distance.
  24098. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24099. * @param distance The distance from the center of the object to show this level
  24100. * @param mesh The mesh to be added as LOD level (can be null)
  24101. * @return This mesh (for chaining)
  24102. */
  24103. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24104. /**
  24105. * Returns the LOD level mesh at the passed distance or null if not found.
  24106. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24107. * @param distance The distance from the center of the object to show this level
  24108. * @returns a Mesh or `null`
  24109. */
  24110. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24111. /**
  24112. * Remove a mesh from the LOD array
  24113. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24114. * @param mesh defines the mesh to be removed
  24115. * @return This mesh (for chaining)
  24116. */
  24117. removeLODLevel(mesh: Mesh): Mesh;
  24118. /**
  24119. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24120. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24121. * @param camera defines the camera to use to compute distance
  24122. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24123. * @return This mesh (for chaining)
  24124. */
  24125. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24126. /**
  24127. * Gets the mesh internal Geometry object
  24128. */
  24129. readonly geometry: Nullable<Geometry>;
  24130. /**
  24131. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24132. * @returns the total number of vertices
  24133. */
  24134. getTotalVertices(): number;
  24135. /**
  24136. * Returns the content of an associated vertex buffer
  24137. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24138. * - VertexBuffer.PositionKind
  24139. * - VertexBuffer.UVKind
  24140. * - VertexBuffer.UV2Kind
  24141. * - VertexBuffer.UV3Kind
  24142. * - VertexBuffer.UV4Kind
  24143. * - VertexBuffer.UV5Kind
  24144. * - VertexBuffer.UV6Kind
  24145. * - VertexBuffer.ColorKind
  24146. * - VertexBuffer.MatricesIndicesKind
  24147. * - VertexBuffer.MatricesIndicesExtraKind
  24148. * - VertexBuffer.MatricesWeightsKind
  24149. * - VertexBuffer.MatricesWeightsExtraKind
  24150. * @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
  24151. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24152. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24153. */
  24154. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24155. /**
  24156. * Returns the mesh VertexBuffer object from the requested `kind`
  24157. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24158. * - VertexBuffer.PositionKind
  24159. * - VertexBuffer.NormalKind
  24160. * - VertexBuffer.UVKind
  24161. * - VertexBuffer.UV2Kind
  24162. * - VertexBuffer.UV3Kind
  24163. * - VertexBuffer.UV4Kind
  24164. * - VertexBuffer.UV5Kind
  24165. * - VertexBuffer.UV6Kind
  24166. * - VertexBuffer.ColorKind
  24167. * - VertexBuffer.MatricesIndicesKind
  24168. * - VertexBuffer.MatricesIndicesExtraKind
  24169. * - VertexBuffer.MatricesWeightsKind
  24170. * - VertexBuffer.MatricesWeightsExtraKind
  24171. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24172. */
  24173. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24174. /**
  24175. * Tests if a specific vertex buffer is associated with this mesh
  24176. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24177. * - VertexBuffer.PositionKind
  24178. * - VertexBuffer.NormalKind
  24179. * - VertexBuffer.UVKind
  24180. * - VertexBuffer.UV2Kind
  24181. * - VertexBuffer.UV3Kind
  24182. * - VertexBuffer.UV4Kind
  24183. * - VertexBuffer.UV5Kind
  24184. * - VertexBuffer.UV6Kind
  24185. * - VertexBuffer.ColorKind
  24186. * - VertexBuffer.MatricesIndicesKind
  24187. * - VertexBuffer.MatricesIndicesExtraKind
  24188. * - VertexBuffer.MatricesWeightsKind
  24189. * - VertexBuffer.MatricesWeightsExtraKind
  24190. * @returns a boolean
  24191. */
  24192. isVerticesDataPresent(kind: string): boolean;
  24193. /**
  24194. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24195. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24196. * - VertexBuffer.PositionKind
  24197. * - VertexBuffer.UVKind
  24198. * - VertexBuffer.UV2Kind
  24199. * - VertexBuffer.UV3Kind
  24200. * - VertexBuffer.UV4Kind
  24201. * - VertexBuffer.UV5Kind
  24202. * - VertexBuffer.UV6Kind
  24203. * - VertexBuffer.ColorKind
  24204. * - VertexBuffer.MatricesIndicesKind
  24205. * - VertexBuffer.MatricesIndicesExtraKind
  24206. * - VertexBuffer.MatricesWeightsKind
  24207. * - VertexBuffer.MatricesWeightsExtraKind
  24208. * @returns a boolean
  24209. */
  24210. isVertexBufferUpdatable(kind: string): boolean;
  24211. /**
  24212. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24213. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24214. * - VertexBuffer.PositionKind
  24215. * - VertexBuffer.NormalKind
  24216. * - VertexBuffer.UVKind
  24217. * - VertexBuffer.UV2Kind
  24218. * - VertexBuffer.UV3Kind
  24219. * - VertexBuffer.UV4Kind
  24220. * - VertexBuffer.UV5Kind
  24221. * - VertexBuffer.UV6Kind
  24222. * - VertexBuffer.ColorKind
  24223. * - VertexBuffer.MatricesIndicesKind
  24224. * - VertexBuffer.MatricesIndicesExtraKind
  24225. * - VertexBuffer.MatricesWeightsKind
  24226. * - VertexBuffer.MatricesWeightsExtraKind
  24227. * @returns an array of strings
  24228. */
  24229. getVerticesDataKinds(): string[];
  24230. /**
  24231. * Returns a positive integer : the total number of indices in this mesh geometry.
  24232. * @returns the numner of indices or zero if the mesh has no geometry.
  24233. */
  24234. getTotalIndices(): number;
  24235. /**
  24236. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24237. * @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.
  24238. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24239. * @returns the indices array or an empty array if the mesh has no geometry
  24240. */
  24241. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24242. readonly isBlocked: boolean;
  24243. /**
  24244. * Determine if the current mesh is ready to be rendered
  24245. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24246. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24247. * @returns true if all associated assets are ready (material, textures, shaders)
  24248. */
  24249. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24250. /**
  24251. * 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.
  24252. */
  24253. readonly areNormalsFrozen: boolean;
  24254. /**
  24255. * 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.
  24256. * @returns the current mesh
  24257. */
  24258. freezeNormals(): Mesh;
  24259. /**
  24260. * 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
  24261. * @returns the current mesh
  24262. */
  24263. unfreezeNormals(): Mesh;
  24264. /**
  24265. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24266. */
  24267. overridenInstanceCount: number;
  24268. /** @hidden */
  24269. _preActivate(): Mesh;
  24270. /** @hidden */
  24271. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24272. /** @hidden */
  24273. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24274. /**
  24275. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24276. * This means the mesh underlying bounding box and sphere are recomputed.
  24277. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24278. * @returns the current mesh
  24279. */
  24280. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24281. /** @hidden */
  24282. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24283. /**
  24284. * This function will subdivide the mesh into multiple submeshes
  24285. * @param count defines the expected number of submeshes
  24286. */
  24287. subdivide(count: number): void;
  24288. /**
  24289. * Copy a FloatArray into a specific associated vertex buffer
  24290. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24291. * - VertexBuffer.PositionKind
  24292. * - VertexBuffer.UVKind
  24293. * - VertexBuffer.UV2Kind
  24294. * - VertexBuffer.UV3Kind
  24295. * - VertexBuffer.UV4Kind
  24296. * - VertexBuffer.UV5Kind
  24297. * - VertexBuffer.UV6Kind
  24298. * - VertexBuffer.ColorKind
  24299. * - VertexBuffer.MatricesIndicesKind
  24300. * - VertexBuffer.MatricesIndicesExtraKind
  24301. * - VertexBuffer.MatricesWeightsKind
  24302. * - VertexBuffer.MatricesWeightsExtraKind
  24303. * @param data defines the data source
  24304. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24305. * @param stride defines the data stride size (can be null)
  24306. * @returns the current mesh
  24307. */
  24308. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24309. /**
  24310. * Flags an associated vertex buffer as updatable
  24311. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24312. * - VertexBuffer.PositionKind
  24313. * - VertexBuffer.UVKind
  24314. * - VertexBuffer.UV2Kind
  24315. * - VertexBuffer.UV3Kind
  24316. * - VertexBuffer.UV4Kind
  24317. * - VertexBuffer.UV5Kind
  24318. * - VertexBuffer.UV6Kind
  24319. * - VertexBuffer.ColorKind
  24320. * - VertexBuffer.MatricesIndicesKind
  24321. * - VertexBuffer.MatricesIndicesExtraKind
  24322. * - VertexBuffer.MatricesWeightsKind
  24323. * - VertexBuffer.MatricesWeightsExtraKind
  24324. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24325. */
  24326. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24327. /**
  24328. * Sets the mesh global Vertex Buffer
  24329. * @param buffer defines the buffer to use
  24330. * @returns the current mesh
  24331. */
  24332. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24333. /**
  24334. * Update a specific associated vertex buffer
  24335. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24336. * - VertexBuffer.PositionKind
  24337. * - VertexBuffer.UVKind
  24338. * - VertexBuffer.UV2Kind
  24339. * - VertexBuffer.UV3Kind
  24340. * - VertexBuffer.UV4Kind
  24341. * - VertexBuffer.UV5Kind
  24342. * - VertexBuffer.UV6Kind
  24343. * - VertexBuffer.ColorKind
  24344. * - VertexBuffer.MatricesIndicesKind
  24345. * - VertexBuffer.MatricesIndicesExtraKind
  24346. * - VertexBuffer.MatricesWeightsKind
  24347. * - VertexBuffer.MatricesWeightsExtraKind
  24348. * @param data defines the data source
  24349. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24350. * @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)
  24351. * @returns the current mesh
  24352. */
  24353. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24354. /**
  24355. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24356. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24357. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24358. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24359. * @returns the current mesh
  24360. */
  24361. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24362. /**
  24363. * Creates a un-shared specific occurence of the geometry for the mesh.
  24364. * @returns the current mesh
  24365. */
  24366. makeGeometryUnique(): Mesh;
  24367. /**
  24368. * Set the index buffer of this mesh
  24369. * @param indices defines the source data
  24370. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24371. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24372. * @returns the current mesh
  24373. */
  24374. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24375. /**
  24376. * Update the current index buffer
  24377. * @param indices defines the source data
  24378. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24379. * @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)
  24380. * @returns the current mesh
  24381. */
  24382. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24383. /**
  24384. * Invert the geometry to move from a right handed system to a left handed one.
  24385. * @returns the current mesh
  24386. */
  24387. toLeftHanded(): Mesh;
  24388. /** @hidden */
  24389. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24390. /** @hidden */
  24391. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24392. /**
  24393. * Registers for this mesh a javascript function called just before the rendering process
  24394. * @param func defines the function to call before rendering this mesh
  24395. * @returns the current mesh
  24396. */
  24397. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24398. /**
  24399. * Disposes a previously registered javascript function called before the rendering
  24400. * @param func defines the function to remove
  24401. * @returns the current mesh
  24402. */
  24403. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24404. /**
  24405. * Registers for this mesh a javascript function called just after the rendering is complete
  24406. * @param func defines the function to call after rendering this mesh
  24407. * @returns the current mesh
  24408. */
  24409. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24410. /**
  24411. * Disposes a previously registered javascript function called after the rendering.
  24412. * @param func defines the function to remove
  24413. * @returns the current mesh
  24414. */
  24415. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24416. /** @hidden */
  24417. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24418. /** @hidden */
  24419. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24420. /** @hidden */
  24421. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24422. /** @hidden */
  24423. _rebuild(): void;
  24424. /** @hidden */
  24425. _freeze(): void;
  24426. /** @hidden */
  24427. _unFreeze(): void;
  24428. /**
  24429. * 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
  24430. * @param subMesh defines the subMesh to render
  24431. * @param enableAlphaMode defines if alpha mode can be changed
  24432. * @returns the current mesh
  24433. */
  24434. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24435. private _onBeforeDraw;
  24436. /**
  24437. * Renormalize the mesh and patch it up if there are no weights
  24438. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24439. * However in the case of zero weights then we set just a single influence to 1.
  24440. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24441. */
  24442. cleanMatrixWeights(): void;
  24443. private normalizeSkinFourWeights;
  24444. private normalizeSkinWeightsAndExtra;
  24445. /**
  24446. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24447. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24448. * the user know there was an issue with importing the mesh
  24449. * @returns a validation object with skinned, valid and report string
  24450. */
  24451. validateSkinning(): {
  24452. skinned: boolean;
  24453. valid: boolean;
  24454. report: string;
  24455. };
  24456. /** @hidden */
  24457. _checkDelayState(): Mesh;
  24458. private _queueLoad;
  24459. /**
  24460. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24461. * A mesh is in the frustum if its bounding box intersects the frustum
  24462. * @param frustumPlanes defines the frustum to test
  24463. * @returns true if the mesh is in the frustum planes
  24464. */
  24465. isInFrustum(frustumPlanes: Plane[]): boolean;
  24466. /**
  24467. * Sets the mesh material by the material or multiMaterial `id` property
  24468. * @param id is a string identifying the material or the multiMaterial
  24469. * @returns the current mesh
  24470. */
  24471. setMaterialByID(id: string): Mesh;
  24472. /**
  24473. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24474. * @returns an array of IAnimatable
  24475. */
  24476. getAnimatables(): IAnimatable[];
  24477. /**
  24478. * Modifies the mesh geometry according to the passed transformation matrix.
  24479. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24480. * The mesh normals are modified using the same transformation.
  24481. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24482. * @param transform defines the transform matrix to use
  24483. * @see http://doc.babylonjs.com/resources/baking_transformations
  24484. * @returns the current mesh
  24485. */
  24486. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24487. /**
  24488. * Modifies the mesh geometry according to its own current World Matrix.
  24489. * The mesh World Matrix is then reset.
  24490. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24491. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24492. * @see http://doc.babylonjs.com/resources/baking_transformations
  24493. * @returns the current mesh
  24494. */
  24495. bakeCurrentTransformIntoVertices(): Mesh;
  24496. /** @hidden */
  24497. readonly _positions: Nullable<Vector3[]>;
  24498. /** @hidden */
  24499. _resetPointsArrayCache(): Mesh;
  24500. /** @hidden */
  24501. _generatePointsArray(): boolean;
  24502. /**
  24503. * Returns a new Mesh object generated from the current mesh properties.
  24504. * This method must not get confused with createInstance()
  24505. * @param name is a string, the name given to the new mesh
  24506. * @param newParent can be any Node object (default `null`)
  24507. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24508. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24509. * @returns a new mesh
  24510. */
  24511. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24512. /**
  24513. * Releases resources associated with this mesh.
  24514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24516. */
  24517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24518. /**
  24519. * Modifies the mesh geometry according to a displacement map.
  24520. * 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.
  24521. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24522. * @param url is a string, the URL from the image file is to be downloaded.
  24523. * @param minHeight is the lower limit of the displacement.
  24524. * @param maxHeight is the upper limit of the displacement.
  24525. * @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.
  24526. * @param uvOffset is an optional vector2 used to offset UV.
  24527. * @param uvScale is an optional vector2 used to scale UV.
  24528. * @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.
  24529. * @returns the Mesh.
  24530. */
  24531. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24532. /**
  24533. * Modifies the mesh geometry according to a displacementMap buffer.
  24534. * 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.
  24535. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24536. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24537. * @param heightMapWidth is the width of the buffer image.
  24538. * @param heightMapHeight is the height of the buffer image.
  24539. * @param minHeight is the lower limit of the displacement.
  24540. * @param maxHeight is the upper limit of the displacement.
  24541. * @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.
  24542. * @param uvOffset is an optional vector2 used to offset UV.
  24543. * @param uvScale is an optional vector2 used to scale UV.
  24544. * @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.
  24545. * @returns the Mesh.
  24546. */
  24547. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24548. /**
  24549. * Modify the mesh to get a flat shading rendering.
  24550. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24551. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24552. * @returns current mesh
  24553. */
  24554. convertToFlatShadedMesh(): Mesh;
  24555. /**
  24556. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24557. * In other words, more vertices, no more indices and a single bigger VBO.
  24558. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24559. * @returns current mesh
  24560. */
  24561. convertToUnIndexedMesh(): Mesh;
  24562. /**
  24563. * Inverses facet orientations.
  24564. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24565. * @param flipNormals will also inverts the normals
  24566. * @returns current mesh
  24567. */
  24568. flipFaces(flipNormals?: boolean): Mesh;
  24569. /**
  24570. * Increase the number of facets and hence vertices in a mesh
  24571. * Vertex normals are interpolated from existing vertex normals
  24572. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24573. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24574. */
  24575. increaseVertices(numberPerEdge: number): void;
  24576. /**
  24577. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24578. * This will undo any application of covertToFlatShadedMesh
  24579. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24580. */
  24581. forceSharedVertices(): void;
  24582. /** @hidden */
  24583. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24584. /** @hidden */
  24585. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24586. /**
  24587. * Creates a new InstancedMesh object from the mesh model.
  24588. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24589. * @param name defines the name of the new instance
  24590. * @returns a new InstancedMesh
  24591. */
  24592. createInstance(name: string): InstancedMesh;
  24593. /**
  24594. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24595. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24596. * @returns the current mesh
  24597. */
  24598. synchronizeInstances(): Mesh;
  24599. /**
  24600. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24601. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24602. * This should be used together with the simplification to avoid disappearing triangles.
  24603. * @param successCallback an optional success callback to be called after the optimization finished.
  24604. * @returns the current mesh
  24605. */
  24606. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24607. /**
  24608. * Serialize current mesh
  24609. * @param serializationObject defines the object which will receive the serialization data
  24610. */
  24611. serialize(serializationObject: any): void;
  24612. /** @hidden */
  24613. _syncGeometryWithMorphTargetManager(): void;
  24614. /** @hidden */
  24615. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24616. /**
  24617. * Returns a new Mesh object parsed from the source provided.
  24618. * @param parsedMesh is the source
  24619. * @param scene defines the hosting scene
  24620. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24621. * @returns a new Mesh
  24622. */
  24623. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24624. /**
  24625. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24626. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24627. * @param name defines the name of the mesh to create
  24628. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24629. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24630. * @param closePath creates a seam between the first and the last points of each path of the path array
  24631. * @param offset is taken in account only if the `pathArray` is containing a single path
  24632. * @param scene defines the hosting scene
  24633. * @param updatable defines if the mesh must be flagged as updatable
  24634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24635. * @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)
  24636. * @returns a new Mesh
  24637. */
  24638. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24639. /**
  24640. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24641. * @param name defines the name of the mesh to create
  24642. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24643. * @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
  24644. * @param scene defines the hosting scene
  24645. * @param updatable defines if the mesh must be flagged as updatable
  24646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24647. * @returns a new Mesh
  24648. */
  24649. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24650. /**
  24651. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24652. * @param name defines the name of the mesh to create
  24653. * @param size sets the size (float) of each box side (default 1)
  24654. * @param scene defines the hosting scene
  24655. * @param updatable defines if the mesh must be flagged as updatable
  24656. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24657. * @returns a new Mesh
  24658. */
  24659. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24660. /**
  24661. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24662. * @param name defines the name of the mesh to create
  24663. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24664. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24665. * @param scene defines the hosting scene
  24666. * @param updatable defines if the mesh must be flagged as updatable
  24667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24668. * @returns a new Mesh
  24669. */
  24670. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24671. /**
  24672. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24673. * @param name defines the name of the mesh to create
  24674. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24675. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24676. * @param scene defines the hosting scene
  24677. * @returns a new Mesh
  24678. */
  24679. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24680. /**
  24681. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24682. * @param name defines the name of the mesh to create
  24683. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24684. * @param diameterTop set the top cap diameter (floats, default 1)
  24685. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24686. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24687. * @param subdivisions sets the number of rings along the cylinder height (positive integer, 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 CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a torus 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 diameter sets the diameter size (float) of the torus (default 1)
  24698. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24699. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24700. * @param scene defines the hosting scene
  24701. * @param updatable defines if the mesh must be flagged as updatable
  24702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24703. * @returns a new Mesh
  24704. */
  24705. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24706. /**
  24707. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24708. * @param name defines the name of the mesh to create
  24709. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24710. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24711. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24712. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24713. * @param p the number of windings on X axis (positive integers, default 2)
  24714. * @param q the number of windings on Y axis (positive integers, default 3)
  24715. * @param scene defines the hosting scene
  24716. * @param updatable defines if the mesh must be flagged as updatable
  24717. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24718. * @returns a new Mesh
  24719. */
  24720. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24721. /**
  24722. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24723. * @param name defines the name of the mesh to create
  24724. * @param points is an array successive Vector3
  24725. * @param scene defines the hosting scene
  24726. * @param updatable defines if the mesh must be flagged as updatable
  24727. * @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).
  24728. * @returns a new Mesh
  24729. */
  24730. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24731. /**
  24732. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24733. * @param name defines the name of the mesh to create
  24734. * @param points is an array successive Vector3
  24735. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24736. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24737. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @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)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24744. /**
  24745. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24746. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24747. * 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.
  24748. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24749. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24750. * Remember you can only change the shape positions, not their number when updating a polygon.
  24751. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24752. * @param name defines the name of the mesh to create
  24753. * @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
  24754. * @param scene defines the hosting scene
  24755. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24756. * @param updatable defines if the mesh must be flagged as updatable
  24757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24758. * @param earcutInjection can be used to inject your own earcut reference
  24759. * @returns a new Mesh
  24760. */
  24761. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24762. /**
  24763. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24764. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24765. * @param name defines the name of the mesh to create
  24766. * @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
  24767. * @param depth defines the height of extrusion
  24768. * @param scene defines the hosting scene
  24769. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24772. * @param earcutInjection can be used to inject your own earcut reference
  24773. * @returns a new Mesh
  24774. */
  24775. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24776. /**
  24777. * Creates an extruded shape mesh.
  24778. * 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
  24779. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24780. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24781. * @param name defines the name of the mesh to create
  24782. * @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
  24783. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24784. * @param scale is the value to scale the shape
  24785. * @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
  24786. * @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
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @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)
  24791. * @returns a new Mesh
  24792. */
  24793. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24794. /**
  24795. * Creates an custom extruded shape mesh.
  24796. * The custom extrusion is a parametric shape.
  24797. * It has no predefined shape. Its final shape will depend on the input parameters.
  24798. * Please consider using the same method from the MeshBuilder class instead
  24799. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24800. * @param name defines the name of the mesh to create
  24801. * @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
  24802. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24803. * @param scaleFunction is a custom Javascript function called on each path point
  24804. * @param rotationFunction is a custom Javascript function called on each path point
  24805. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24806. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24807. * @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
  24808. * @param scene defines the hosting scene
  24809. * @param updatable defines if the mesh must be flagged as updatable
  24810. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24811. * @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)
  24812. * @returns a new Mesh
  24813. */
  24814. 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;
  24815. /**
  24816. * Creates lathe mesh.
  24817. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24818. * Please consider using the same method from the MeshBuilder class instead
  24819. * @param name defines the name of the mesh to create
  24820. * @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
  24821. * @param radius is the radius value of the lathe
  24822. * @param tessellation is the side number of the lathe.
  24823. * @param scene defines the hosting scene
  24824. * @param updatable defines if the mesh must be flagged as updatable
  24825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24826. * @returns a new Mesh
  24827. */
  24828. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24829. /**
  24830. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24831. * @param name defines the name of the mesh to create
  24832. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24833. * @param scene defines the hosting scene
  24834. * @param updatable defines if the mesh must be flagged as updatable
  24835. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24836. * @returns a new Mesh
  24837. */
  24838. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24839. /**
  24840. * Creates a ground mesh.
  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 width set the width of the ground
  24844. * @param height set the height of the ground
  24845. * @param subdivisions sets the number of subdivisions per side
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @returns a new Mesh
  24849. */
  24850. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24851. /**
  24852. * Creates a tiled ground mesh.
  24853. * Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param xmin set the ground minimum X coordinate
  24856. * @param zmin set the ground minimum Y coordinate
  24857. * @param xmax set the ground maximum X coordinate
  24858. * @param zmax set the ground maximum Z coordinate
  24859. * @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
  24860. * @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
  24861. * @param scene defines the hosting scene
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @returns a new Mesh
  24864. */
  24865. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24866. w: number;
  24867. h: number;
  24868. }, precision: {
  24869. w: number;
  24870. h: number;
  24871. }, scene: Scene, updatable?: boolean): Mesh;
  24872. /**
  24873. * Creates a ground mesh from a height map.
  24874. * Please consider using the same method from the MeshBuilder class instead
  24875. * @see http://doc.babylonjs.com/babylon101/height_map
  24876. * @param name defines the name of the mesh to create
  24877. * @param url sets the URL of the height map image resource
  24878. * @param width set the ground width size
  24879. * @param height set the ground height size
  24880. * @param subdivisions sets the number of subdivision per side
  24881. * @param minHeight is the minimum altitude on the ground
  24882. * @param maxHeight is the maximum altitude on the ground
  24883. * @param scene defines the hosting scene
  24884. * @param updatable defines if the mesh must be flagged as updatable
  24885. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24886. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24887. * @returns a new Mesh
  24888. */
  24889. 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;
  24890. /**
  24891. * Creates a tube mesh.
  24892. * The tube is a parametric shape.
  24893. * It has no predefined shape. Its final shape will depend on the input parameters.
  24894. * Please consider using the same method from the MeshBuilder class instead
  24895. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24896. * @param name defines the name of the mesh to create
  24897. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24898. * @param radius sets the tube radius size
  24899. * @param tessellation is the number of sides on the tubular surface
  24900. * @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
  24901. * @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
  24902. * @param scene defines the hosting scene
  24903. * @param updatable defines if the mesh must be flagged as updatable
  24904. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24905. * @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)
  24906. * @returns a new Mesh
  24907. */
  24908. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24909. (i: number, distance: number): number;
  24910. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24911. /**
  24912. * Creates a polyhedron mesh.
  24913. * Please consider using the same method from the MeshBuilder class instead.
  24914. * * 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
  24915. * * The parameter `size` (positive float, default 1) sets the polygon size
  24916. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24917. * * 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`
  24918. * * 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
  24919. * * 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)`)
  24920. * * 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
  24921. * * 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
  24922. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24923. * * 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
  24924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24925. * @param name defines the name of the mesh to create
  24926. * @param options defines the options used to create the mesh
  24927. * @param scene defines the hosting scene
  24928. * @returns a new Mesh
  24929. */
  24930. static CreatePolyhedron(name: string, options: {
  24931. type?: number;
  24932. size?: number;
  24933. sizeX?: number;
  24934. sizeY?: number;
  24935. sizeZ?: number;
  24936. custom?: any;
  24937. faceUV?: Vector4[];
  24938. faceColors?: Color4[];
  24939. updatable?: boolean;
  24940. sideOrientation?: number;
  24941. }, scene: Scene): Mesh;
  24942. /**
  24943. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24944. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24945. * * 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`)
  24946. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24947. * * 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
  24948. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24949. * * 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
  24950. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24951. * @param name defines the name of the mesh
  24952. * @param options defines the options used to create the mesh
  24953. * @param scene defines the hosting scene
  24954. * @returns a new Mesh
  24955. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24956. */
  24957. static CreateIcoSphere(name: string, options: {
  24958. radius?: number;
  24959. flat?: boolean;
  24960. subdivisions?: number;
  24961. sideOrientation?: number;
  24962. updatable?: boolean;
  24963. }, scene: Scene): Mesh;
  24964. /**
  24965. * Creates a decal mesh.
  24966. * Please consider using the same method from the MeshBuilder class instead.
  24967. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24968. * @param name defines the name of the mesh
  24969. * @param sourceMesh defines the mesh receiving the decal
  24970. * @param position sets the position of the decal in world coordinates
  24971. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24972. * @param size sets the decal scaling
  24973. * @param angle sets the angle to rotate the decal
  24974. * @returns a new Mesh
  24975. */
  24976. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24977. /**
  24978. * Prepare internal position array for software CPU skinning
  24979. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24980. */
  24981. setPositionsForCPUSkinning(): Float32Array;
  24982. /**
  24983. * Prepare internal normal array for software CPU skinning
  24984. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  24985. */
  24986. setNormalsForCPUSkinning(): Float32Array;
  24987. /**
  24988. * Updates the vertex buffer by applying transformation from the bones
  24989. * @param skeleton defines the skeleton to apply to current mesh
  24990. * @returns the current mesh
  24991. */
  24992. applySkeleton(skeleton: Skeleton): Mesh;
  24993. /**
  24994. * 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
  24995. * @param meshes defines the list of meshes to scan
  24996. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  24997. */
  24998. static MinMax(meshes: AbstractMesh[]): {
  24999. min: Vector3;
  25000. max: Vector3;
  25001. };
  25002. /**
  25003. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25004. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25005. * @returns a vector3
  25006. */
  25007. static Center(meshesOrMinMaxVector: {
  25008. min: Vector3;
  25009. max: Vector3;
  25010. } | AbstractMesh[]): Vector3;
  25011. /**
  25012. * Merge the array of meshes into a single mesh for performance reasons.
  25013. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25014. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25015. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25016. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25017. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25018. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25019. * @returns a new mesh
  25020. */
  25021. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25022. /** @hidden */
  25023. addInstance(instance: InstancedMesh): void;
  25024. /** @hidden */
  25025. removeInstance(instance: InstancedMesh): void;
  25026. }
  25027. }
  25028. declare module "babylonjs/Cameras/camera" {
  25029. import { SmartArray } from "babylonjs/Misc/smartArray";
  25030. import { Observable } from "babylonjs/Misc/observable";
  25031. import { Nullable } from "babylonjs/types";
  25032. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25033. import { Scene } from "babylonjs/scene";
  25034. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25035. import { Node } from "babylonjs/node";
  25036. import { Mesh } from "babylonjs/Meshes/mesh";
  25037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25038. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25039. import { Viewport } from "babylonjs/Maths/math.viewport";
  25040. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25042. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25043. import { Ray } from "babylonjs/Culling/ray";
  25044. /**
  25045. * This is the base class of all the camera used in the application.
  25046. * @see http://doc.babylonjs.com/features/cameras
  25047. */
  25048. export class Camera extends Node {
  25049. /** @hidden */
  25050. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25051. /**
  25052. * This is the default projection mode used by the cameras.
  25053. * It helps recreating a feeling of perspective and better appreciate depth.
  25054. * This is the best way to simulate real life cameras.
  25055. */
  25056. static readonly PERSPECTIVE_CAMERA: number;
  25057. /**
  25058. * This helps creating camera with an orthographic mode.
  25059. * 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.
  25060. */
  25061. static readonly ORTHOGRAPHIC_CAMERA: number;
  25062. /**
  25063. * This is the default FOV mode for perspective cameras.
  25064. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25065. */
  25066. static readonly FOVMODE_VERTICAL_FIXED: number;
  25067. /**
  25068. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25069. */
  25070. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25071. /**
  25072. * This specifies ther is no need for a camera rig.
  25073. * Basically only one eye is rendered corresponding to the camera.
  25074. */
  25075. static readonly RIG_MODE_NONE: number;
  25076. /**
  25077. * Simulates a camera Rig with one blue eye and one red eye.
  25078. * This can be use with 3d blue and red glasses.
  25079. */
  25080. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25081. /**
  25082. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25083. */
  25084. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25085. /**
  25086. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25087. */
  25088. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25089. /**
  25090. * Defines that both eyes of the camera will be rendered over under each other.
  25091. */
  25092. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25093. /**
  25094. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25095. */
  25096. static readonly RIG_MODE_VR: number;
  25097. /**
  25098. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25099. */
  25100. static readonly RIG_MODE_WEBVR: number;
  25101. /**
  25102. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25103. */
  25104. static readonly RIG_MODE_CUSTOM: number;
  25105. /**
  25106. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25107. */
  25108. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25109. /**
  25110. * Define the input manager associated with the camera.
  25111. */
  25112. inputs: CameraInputsManager<Camera>;
  25113. /** @hidden */
  25114. _position: Vector3;
  25115. /**
  25116. * Define the current local position of the camera in the scene
  25117. */
  25118. position: Vector3;
  25119. /**
  25120. * The vector the camera should consider as up.
  25121. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25122. */
  25123. upVector: Vector3;
  25124. /**
  25125. * Define the current limit on the left side for an orthographic camera
  25126. * In scene unit
  25127. */
  25128. orthoLeft: Nullable<number>;
  25129. /**
  25130. * Define the current limit on the right side for an orthographic camera
  25131. * In scene unit
  25132. */
  25133. orthoRight: Nullable<number>;
  25134. /**
  25135. * Define the current limit on the bottom side for an orthographic camera
  25136. * In scene unit
  25137. */
  25138. orthoBottom: Nullable<number>;
  25139. /**
  25140. * Define the current limit on the top side for an orthographic camera
  25141. * In scene unit
  25142. */
  25143. orthoTop: Nullable<number>;
  25144. /**
  25145. * Field Of View is set in Radians. (default is 0.8)
  25146. */
  25147. fov: number;
  25148. /**
  25149. * Define the minimum distance the camera can see from.
  25150. * This is important to note that the depth buffer are not infinite and the closer it starts
  25151. * the more your scene might encounter depth fighting issue.
  25152. */
  25153. minZ: number;
  25154. /**
  25155. * Define the maximum distance the camera can see to.
  25156. * This is important to note that the depth buffer are not infinite and the further it end
  25157. * the more your scene might encounter depth fighting issue.
  25158. */
  25159. maxZ: number;
  25160. /**
  25161. * Define the default inertia of the camera.
  25162. * This helps giving a smooth feeling to the camera movement.
  25163. */
  25164. inertia: number;
  25165. /**
  25166. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25167. */
  25168. mode: number;
  25169. /**
  25170. * Define wether the camera is intermediate.
  25171. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25172. */
  25173. isIntermediate: boolean;
  25174. /**
  25175. * Define the viewport of the camera.
  25176. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25177. */
  25178. viewport: Viewport;
  25179. /**
  25180. * Restricts the camera to viewing objects with the same layerMask.
  25181. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25182. */
  25183. layerMask: number;
  25184. /**
  25185. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25186. */
  25187. fovMode: number;
  25188. /**
  25189. * Rig mode of the camera.
  25190. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25191. * This is normally controlled byt the camera themselves as internal use.
  25192. */
  25193. cameraRigMode: number;
  25194. /**
  25195. * Defines the distance between both "eyes" in case of a RIG
  25196. */
  25197. interaxialDistance: number;
  25198. /**
  25199. * Defines if stereoscopic rendering is done side by side or over under.
  25200. */
  25201. isStereoscopicSideBySide: boolean;
  25202. /**
  25203. * 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
  25204. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25205. * else in the scene. (Eg. security camera)
  25206. *
  25207. * 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)
  25208. */
  25209. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25210. /**
  25211. * When set, the camera will render to this render target instead of the default canvas
  25212. *
  25213. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25214. */
  25215. outputRenderTarget: Nullable<RenderTargetTexture>;
  25216. /**
  25217. * Observable triggered when the camera view matrix has changed.
  25218. */
  25219. onViewMatrixChangedObservable: Observable<Camera>;
  25220. /**
  25221. * Observable triggered when the camera Projection matrix has changed.
  25222. */
  25223. onProjectionMatrixChangedObservable: Observable<Camera>;
  25224. /**
  25225. * Observable triggered when the inputs have been processed.
  25226. */
  25227. onAfterCheckInputsObservable: Observable<Camera>;
  25228. /**
  25229. * Observable triggered when reset has been called and applied to the camera.
  25230. */
  25231. onRestoreStateObservable: Observable<Camera>;
  25232. /** @hidden */
  25233. _cameraRigParams: any;
  25234. /** @hidden */
  25235. _rigCameras: Camera[];
  25236. /** @hidden */
  25237. _rigPostProcess: Nullable<PostProcess>;
  25238. protected _webvrViewMatrix: Matrix;
  25239. /** @hidden */
  25240. _skipRendering: boolean;
  25241. /** @hidden */
  25242. _projectionMatrix: Matrix;
  25243. /** @hidden */
  25244. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25245. /** @hidden */
  25246. _activeMeshes: SmartArray<AbstractMesh>;
  25247. protected _globalPosition: Vector3;
  25248. /** @hidden */
  25249. _computedViewMatrix: Matrix;
  25250. private _doNotComputeProjectionMatrix;
  25251. private _transformMatrix;
  25252. private _frustumPlanes;
  25253. private _refreshFrustumPlanes;
  25254. private _storedFov;
  25255. private _stateStored;
  25256. /**
  25257. * Instantiates a new camera object.
  25258. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25259. * @see http://doc.babylonjs.com/features/cameras
  25260. * @param name Defines the name of the camera in the scene
  25261. * @param position Defines the position of the camera
  25262. * @param scene Defines the scene the camera belongs too
  25263. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25264. */
  25265. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25266. /**
  25267. * Store current camera state (fov, position, etc..)
  25268. * @returns the camera
  25269. */
  25270. storeState(): Camera;
  25271. /**
  25272. * Restores the camera state values if it has been stored. You must call storeState() first
  25273. */
  25274. protected _restoreStateValues(): boolean;
  25275. /**
  25276. * Restored camera state. You must call storeState() first.
  25277. * @returns true if restored and false otherwise
  25278. */
  25279. restoreState(): boolean;
  25280. /**
  25281. * Gets the class name of the camera.
  25282. * @returns the class name
  25283. */
  25284. getClassName(): string;
  25285. /** @hidden */
  25286. readonly _isCamera: boolean;
  25287. /**
  25288. * Gets a string representation of the camera useful for debug purpose.
  25289. * @param fullDetails Defines that a more verboe level of logging is required
  25290. * @returns the string representation
  25291. */
  25292. toString(fullDetails?: boolean): string;
  25293. /**
  25294. * Gets the current world space position of the camera.
  25295. */
  25296. readonly globalPosition: Vector3;
  25297. /**
  25298. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25299. * @returns the active meshe list
  25300. */
  25301. getActiveMeshes(): SmartArray<AbstractMesh>;
  25302. /**
  25303. * Check wether a mesh is part of the current active mesh list of the camera
  25304. * @param mesh Defines the mesh to check
  25305. * @returns true if active, false otherwise
  25306. */
  25307. isActiveMesh(mesh: Mesh): boolean;
  25308. /**
  25309. * Is this camera ready to be used/rendered
  25310. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25311. * @return true if the camera is ready
  25312. */
  25313. isReady(completeCheck?: boolean): boolean;
  25314. /** @hidden */
  25315. _initCache(): void;
  25316. /** @hidden */
  25317. _updateCache(ignoreParentClass?: boolean): void;
  25318. /** @hidden */
  25319. _isSynchronized(): boolean;
  25320. /** @hidden */
  25321. _isSynchronizedViewMatrix(): boolean;
  25322. /** @hidden */
  25323. _isSynchronizedProjectionMatrix(): boolean;
  25324. /**
  25325. * Attach the input controls to a specific dom element to get the input from.
  25326. * @param element Defines the element the controls should be listened from
  25327. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25328. */
  25329. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25330. /**
  25331. * Detach the current controls from the specified dom element.
  25332. * @param element Defines the element to stop listening the inputs from
  25333. */
  25334. detachControl(element: HTMLElement): void;
  25335. /**
  25336. * Update the camera state according to the different inputs gathered during the frame.
  25337. */
  25338. update(): void;
  25339. /** @hidden */
  25340. _checkInputs(): void;
  25341. /** @hidden */
  25342. readonly rigCameras: Camera[];
  25343. /**
  25344. * Gets the post process used by the rig cameras
  25345. */
  25346. readonly rigPostProcess: Nullable<PostProcess>;
  25347. /**
  25348. * Internal, gets the first post proces.
  25349. * @returns the first post process to be run on this camera.
  25350. */
  25351. _getFirstPostProcess(): Nullable<PostProcess>;
  25352. private _cascadePostProcessesToRigCams;
  25353. /**
  25354. * Attach a post process to the camera.
  25355. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25356. * @param postProcess The post process to attach to the camera
  25357. * @param insertAt The position of the post process in case several of them are in use in the scene
  25358. * @returns the position the post process has been inserted at
  25359. */
  25360. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25361. /**
  25362. * Detach a post process to the camera.
  25363. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25364. * @param postProcess The post process to detach from the camera
  25365. */
  25366. detachPostProcess(postProcess: PostProcess): void;
  25367. /**
  25368. * Gets the current world matrix of the camera
  25369. */
  25370. getWorldMatrix(): Matrix;
  25371. /** @hidden */
  25372. _getViewMatrix(): Matrix;
  25373. /**
  25374. * Gets the current view matrix of the camera.
  25375. * @param force forces the camera to recompute the matrix without looking at the cached state
  25376. * @returns the view matrix
  25377. */
  25378. getViewMatrix(force?: boolean): Matrix;
  25379. /**
  25380. * Freeze the projection matrix.
  25381. * It will prevent the cache check of the camera projection compute and can speed up perf
  25382. * if no parameter of the camera are meant to change
  25383. * @param projection Defines manually a projection if necessary
  25384. */
  25385. freezeProjectionMatrix(projection?: Matrix): void;
  25386. /**
  25387. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25388. */
  25389. unfreezeProjectionMatrix(): void;
  25390. /**
  25391. * Gets the current projection matrix of the camera.
  25392. * @param force forces the camera to recompute the matrix without looking at the cached state
  25393. * @returns the projection matrix
  25394. */
  25395. getProjectionMatrix(force?: boolean): Matrix;
  25396. /**
  25397. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25398. * @returns a Matrix
  25399. */
  25400. getTransformationMatrix(): Matrix;
  25401. private _updateFrustumPlanes;
  25402. /**
  25403. * Checks if a cullable object (mesh...) is in the camera frustum
  25404. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25405. * @param target The object to check
  25406. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25407. * @returns true if the object is in frustum otherwise false
  25408. */
  25409. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25410. /**
  25411. * Checks if a cullable object (mesh...) is in the camera frustum
  25412. * Unlike isInFrustum this cheks the full bounding box
  25413. * @param target The object to check
  25414. * @returns true if the object is in frustum otherwise false
  25415. */
  25416. isCompletelyInFrustum(target: ICullable): boolean;
  25417. /**
  25418. * Gets a ray in the forward direction from the camera.
  25419. * @param length Defines the length of the ray to create
  25420. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25421. * @param origin Defines the start point of the ray which defaults to the camera position
  25422. * @returns the forward ray
  25423. */
  25424. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25425. /**
  25426. * Releases resources associated with this node.
  25427. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25428. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25429. */
  25430. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25431. /** @hidden */
  25432. _isLeftCamera: boolean;
  25433. /**
  25434. * Gets the left camera of a rig setup in case of Rigged Camera
  25435. */
  25436. readonly isLeftCamera: boolean;
  25437. /** @hidden */
  25438. _isRightCamera: boolean;
  25439. /**
  25440. * Gets the right camera of a rig setup in case of Rigged Camera
  25441. */
  25442. readonly isRightCamera: boolean;
  25443. /**
  25444. * Gets the left camera of a rig setup in case of Rigged Camera
  25445. */
  25446. readonly leftCamera: Nullable<FreeCamera>;
  25447. /**
  25448. * Gets the right camera of a rig setup in case of Rigged Camera
  25449. */
  25450. readonly rightCamera: Nullable<FreeCamera>;
  25451. /**
  25452. * Gets the left camera target of a rig setup in case of Rigged Camera
  25453. * @returns the target position
  25454. */
  25455. getLeftTarget(): Nullable<Vector3>;
  25456. /**
  25457. * Gets the right camera target of a rig setup in case of Rigged Camera
  25458. * @returns the target position
  25459. */
  25460. getRightTarget(): Nullable<Vector3>;
  25461. /**
  25462. * @hidden
  25463. */
  25464. setCameraRigMode(mode: number, rigParams: any): void;
  25465. /** @hidden */
  25466. static _setStereoscopicRigMode(camera: Camera): void;
  25467. /** @hidden */
  25468. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25469. /** @hidden */
  25470. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25471. /** @hidden */
  25472. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25473. /** @hidden */
  25474. _getVRProjectionMatrix(): Matrix;
  25475. protected _updateCameraRotationMatrix(): void;
  25476. protected _updateWebVRCameraRotationMatrix(): void;
  25477. /**
  25478. * This function MUST be overwritten by the different WebVR cameras available.
  25479. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25480. * @hidden
  25481. */
  25482. _getWebVRProjectionMatrix(): Matrix;
  25483. /**
  25484. * This function MUST be overwritten by the different WebVR cameras available.
  25485. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25486. * @hidden
  25487. */
  25488. _getWebVRViewMatrix(): Matrix;
  25489. /** @hidden */
  25490. setCameraRigParameter(name: string, value: any): void;
  25491. /**
  25492. * needs to be overridden by children so sub has required properties to be copied
  25493. * @hidden
  25494. */
  25495. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25496. /**
  25497. * May need to be overridden by children
  25498. * @hidden
  25499. */
  25500. _updateRigCameras(): void;
  25501. /** @hidden */
  25502. _setupInputs(): void;
  25503. /**
  25504. * Serialiaze the camera setup to a json represention
  25505. * @returns the JSON representation
  25506. */
  25507. serialize(): any;
  25508. /**
  25509. * Clones the current camera.
  25510. * @param name The cloned camera name
  25511. * @returns the cloned camera
  25512. */
  25513. clone(name: string): Camera;
  25514. /**
  25515. * Gets the direction of the camera relative to a given local axis.
  25516. * @param localAxis Defines the reference axis to provide a relative direction.
  25517. * @return the direction
  25518. */
  25519. getDirection(localAxis: Vector3): Vector3;
  25520. /**
  25521. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25522. * @param localAxis Defines the reference axis to provide a relative direction.
  25523. * @param result Defines the vector to store the result in
  25524. */
  25525. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25526. /**
  25527. * Gets a camera constructor for a given camera type
  25528. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25529. * @param name The name of the camera the result will be able to instantiate
  25530. * @param scene The scene the result will construct the camera in
  25531. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25532. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25533. * @returns a factory method to construc the camera
  25534. */
  25535. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25536. /**
  25537. * Compute the world matrix of the camera.
  25538. * @returns the camera workd matrix
  25539. */
  25540. computeWorldMatrix(): Matrix;
  25541. /**
  25542. * Parse a JSON and creates the camera from the parsed information
  25543. * @param parsedCamera The JSON to parse
  25544. * @param scene The scene to instantiate the camera in
  25545. * @returns the newly constructed camera
  25546. */
  25547. static Parse(parsedCamera: any, scene: Scene): Camera;
  25548. }
  25549. }
  25550. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25551. import { Nullable } from "babylonjs/types";
  25552. import { Scene } from "babylonjs/scene";
  25553. import { Vector4 } from "babylonjs/Maths/math.vector";
  25554. import { Mesh } from "babylonjs/Meshes/mesh";
  25555. /**
  25556. * Class containing static functions to help procedurally build meshes
  25557. */
  25558. export class DiscBuilder {
  25559. /**
  25560. * Creates a plane polygonal mesh. By default, this is a disc
  25561. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25562. * * 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
  25563. * * 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
  25564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25565. * * 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
  25566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25567. * @param name defines the name of the mesh
  25568. * @param options defines the options used to create the mesh
  25569. * @param scene defines the hosting scene
  25570. * @returns the plane polygonal mesh
  25571. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25572. */
  25573. static CreateDisc(name: string, options: {
  25574. radius?: number;
  25575. tessellation?: number;
  25576. arc?: number;
  25577. updatable?: boolean;
  25578. sideOrientation?: number;
  25579. frontUVs?: Vector4;
  25580. backUVs?: Vector4;
  25581. }, scene?: Nullable<Scene>): Mesh;
  25582. }
  25583. }
  25584. declare module "babylonjs/Particles/solidParticleSystem" {
  25585. import { Vector3 } from "babylonjs/Maths/math.vector";
  25586. import { Mesh } from "babylonjs/Meshes/mesh";
  25587. import { Scene, IDisposable } from "babylonjs/scene";
  25588. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25589. /**
  25590. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25591. *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.
  25592. * The SPS is also a particle system. It provides some methods to manage the particles.
  25593. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25594. *
  25595. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  25596. */
  25597. export class SolidParticleSystem implements IDisposable {
  25598. /**
  25599. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25600. * Example : var p = SPS.particles[i];
  25601. */
  25602. particles: SolidParticle[];
  25603. /**
  25604. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25605. */
  25606. nbParticles: number;
  25607. /**
  25608. * If the particles must ever face the camera (default false). Useful for planar particles.
  25609. */
  25610. billboard: boolean;
  25611. /**
  25612. * Recompute normals when adding a shape
  25613. */
  25614. recomputeNormals: boolean;
  25615. /**
  25616. * This a counter ofr your own usage. It's not set by any SPS functions.
  25617. */
  25618. counter: number;
  25619. /**
  25620. * The SPS name. This name is also given to the underlying mesh.
  25621. */
  25622. name: string;
  25623. /**
  25624. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25625. */
  25626. mesh: Mesh;
  25627. /**
  25628. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25629. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  25630. */
  25631. vars: any;
  25632. /**
  25633. * This array is populated when the SPS is set as 'pickable'.
  25634. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25635. * Each element of this array is an object `{idx: int, faceId: int}`.
  25636. * `idx` is the picked particle index in the `SPS.particles` array
  25637. * `faceId` is the picked face index counted within this particle.
  25638. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  25639. */
  25640. pickedParticles: {
  25641. idx: number;
  25642. faceId: number;
  25643. }[];
  25644. /**
  25645. * This array is populated when `enableDepthSort` is set to true.
  25646. * Each element of this array is an instance of the class DepthSortedParticle.
  25647. */
  25648. depthSortedParticles: DepthSortedParticle[];
  25649. /**
  25650. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25651. * @hidden
  25652. */
  25653. _bSphereOnly: boolean;
  25654. /**
  25655. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25656. * @hidden
  25657. */
  25658. _bSphereRadiusFactor: number;
  25659. private _scene;
  25660. private _positions;
  25661. private _indices;
  25662. private _normals;
  25663. private _colors;
  25664. private _uvs;
  25665. private _indices32;
  25666. private _positions32;
  25667. private _normals32;
  25668. private _fixedNormal32;
  25669. private _colors32;
  25670. private _uvs32;
  25671. private _index;
  25672. private _updatable;
  25673. private _pickable;
  25674. private _isVisibilityBoxLocked;
  25675. private _alwaysVisible;
  25676. private _depthSort;
  25677. private _shapeCounter;
  25678. private _copy;
  25679. private _color;
  25680. private _computeParticleColor;
  25681. private _computeParticleTexture;
  25682. private _computeParticleRotation;
  25683. private _computeParticleVertex;
  25684. private _computeBoundingBox;
  25685. private _depthSortParticles;
  25686. private _camera;
  25687. private _mustUnrotateFixedNormals;
  25688. private _particlesIntersect;
  25689. private _needs32Bits;
  25690. /**
  25691. * Creates a SPS (Solid Particle System) object.
  25692. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25693. * @param scene (Scene) is the scene in which the SPS is added.
  25694. * @param options defines the options of the sps e.g.
  25695. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25696. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25697. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25698. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25699. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25700. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25701. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25702. */
  25703. constructor(name: string, scene: Scene, options?: {
  25704. updatable?: boolean;
  25705. isPickable?: boolean;
  25706. enableDepthSort?: boolean;
  25707. particleIntersection?: boolean;
  25708. boundingSphereOnly?: boolean;
  25709. bSphereRadiusFactor?: number;
  25710. });
  25711. /**
  25712. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25713. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25714. * @returns the created mesh
  25715. */
  25716. buildMesh(): Mesh;
  25717. /**
  25718. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25719. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25720. * Thus the particles generated from `digest()` have their property `position` set yet.
  25721. * @param mesh ( Mesh ) is the mesh to be digested
  25722. * @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
  25723. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25724. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25725. * @returns the current SPS
  25726. */
  25727. digest(mesh: Mesh, options?: {
  25728. facetNb?: number;
  25729. number?: number;
  25730. delta?: number;
  25731. }): SolidParticleSystem;
  25732. private _unrotateFixedNormals;
  25733. private _resetCopy;
  25734. private _meshBuilder;
  25735. private _posToShape;
  25736. private _uvsToShapeUV;
  25737. private _addParticle;
  25738. /**
  25739. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25740. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  25741. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25742. * @param nb (positive integer) the number of particles to be created from this model
  25743. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25744. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25745. * @returns the number of shapes in the system
  25746. */
  25747. addShape(mesh: Mesh, nb: number, options?: {
  25748. positionFunction?: any;
  25749. vertexFunction?: any;
  25750. }): number;
  25751. private _rebuildParticle;
  25752. /**
  25753. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25754. * @returns the SPS.
  25755. */
  25756. rebuildMesh(): SolidParticleSystem;
  25757. /**
  25758. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25759. * This method calls `updateParticle()` for each particle of the SPS.
  25760. * For an animated SPS, it is usually called within the render loop.
  25761. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25762. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25763. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25764. * @returns the SPS.
  25765. */
  25766. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25767. /**
  25768. * Disposes the SPS.
  25769. */
  25770. dispose(): void;
  25771. /**
  25772. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25773. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25774. * @returns the SPS.
  25775. */
  25776. refreshVisibleSize(): SolidParticleSystem;
  25777. /**
  25778. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25779. * @param size the size (float) of the visibility box
  25780. * note : this doesn't lock the SPS mesh bounding box.
  25781. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25782. */
  25783. setVisibilityBox(size: number): void;
  25784. /**
  25785. * Gets whether the SPS as always visible or not
  25786. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25787. */
  25788. /**
  25789. * Sets the SPS as always visible or not
  25790. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25791. */
  25792. isAlwaysVisible: boolean;
  25793. /**
  25794. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25795. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25796. */
  25797. /**
  25798. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25799. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25800. */
  25801. isVisibilityBoxLocked: boolean;
  25802. /**
  25803. * Tells to `setParticles()` to compute the particle rotations or not.
  25804. * Default value : true. The SPS is faster when it's set to false.
  25805. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25806. */
  25807. /**
  25808. * Gets if `setParticles()` computes the particle rotations or not.
  25809. * Default value : true. The SPS is faster when it's set to false.
  25810. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25811. */
  25812. computeParticleRotation: boolean;
  25813. /**
  25814. * Tells to `setParticles()` to compute the particle colors or not.
  25815. * Default value : true. The SPS is faster when it's set to false.
  25816. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25817. */
  25818. /**
  25819. * Gets if `setParticles()` computes the particle colors or not.
  25820. * Default value : true. The SPS is faster when it's set to false.
  25821. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25822. */
  25823. computeParticleColor: boolean;
  25824. /**
  25825. * Gets if `setParticles()` computes the particle textures or not.
  25826. * Default value : true. The SPS is faster when it's set to false.
  25827. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25828. */
  25829. computeParticleTexture: boolean;
  25830. /**
  25831. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25832. * Default value : false. The SPS is faster when it's set to false.
  25833. * Note : the particle custom vertex positions aren't stored values.
  25834. */
  25835. /**
  25836. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25837. * Default value : false. The SPS is faster when it's set to false.
  25838. * Note : the particle custom vertex positions aren't stored values.
  25839. */
  25840. computeParticleVertex: boolean;
  25841. /**
  25842. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25843. */
  25844. /**
  25845. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25846. */
  25847. computeBoundingBox: boolean;
  25848. /**
  25849. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25850. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25851. * Default : `true`
  25852. */
  25853. /**
  25854. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25855. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25856. * Default : `true`
  25857. */
  25858. depthSortParticles: boolean;
  25859. /**
  25860. * This function does nothing. It may be overwritten to set all the particle first values.
  25861. * The SPS doesn't call this function, you may have to call it by your own.
  25862. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25863. */
  25864. initParticles(): void;
  25865. /**
  25866. * This function does nothing. It may be overwritten to recycle a particle.
  25867. * The SPS doesn't call this function, you may have to call it by your own.
  25868. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25869. * @param particle The particle to recycle
  25870. * @returns the recycled particle
  25871. */
  25872. recycleParticle(particle: SolidParticle): SolidParticle;
  25873. /**
  25874. * Updates a particle : this function should be overwritten by the user.
  25875. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25876. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25877. * @example : just set a particle position or velocity and recycle conditions
  25878. * @param particle The particle to update
  25879. * @returns the updated particle
  25880. */
  25881. updateParticle(particle: SolidParticle): SolidParticle;
  25882. /**
  25883. * Updates a vertex of a particle : it can be overwritten by the user.
  25884. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25885. * @param particle the current particle
  25886. * @param vertex the current index of the current particle
  25887. * @param pt the index of the current vertex in the particle shape
  25888. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  25889. * @example : just set a vertex particle position
  25890. * @returns the updated vertex
  25891. */
  25892. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25893. /**
  25894. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25895. * This does nothing and may be overwritten by the user.
  25896. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25897. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25898. * @param update the boolean update value actually passed to setParticles()
  25899. */
  25900. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25901. /**
  25902. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25903. * This will be passed three parameters.
  25904. * This does nothing and may be overwritten by the user.
  25905. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25906. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25907. * @param update the boolean update value actually passed to setParticles()
  25908. */
  25909. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25910. }
  25911. }
  25912. declare module "babylonjs/Particles/solidParticle" {
  25913. import { Nullable } from "babylonjs/types";
  25914. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25915. import { Color4 } from "babylonjs/Maths/math.color";
  25916. import { Mesh } from "babylonjs/Meshes/mesh";
  25917. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25918. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25919. import { Plane } from "babylonjs/Maths/math.plane";
  25920. /**
  25921. * Represents one particle of a solid particle system.
  25922. */
  25923. export class SolidParticle {
  25924. /**
  25925. * particle global index
  25926. */
  25927. idx: number;
  25928. /**
  25929. * The color of the particle
  25930. */
  25931. color: Nullable<Color4>;
  25932. /**
  25933. * The world space position of the particle.
  25934. */
  25935. position: Vector3;
  25936. /**
  25937. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25938. */
  25939. rotation: Vector3;
  25940. /**
  25941. * The world space rotation quaternion of the particle.
  25942. */
  25943. rotationQuaternion: Nullable<Quaternion>;
  25944. /**
  25945. * The scaling of the particle.
  25946. */
  25947. scaling: Vector3;
  25948. /**
  25949. * The uvs of the particle.
  25950. */
  25951. uvs: Vector4;
  25952. /**
  25953. * The current speed of the particle.
  25954. */
  25955. velocity: Vector3;
  25956. /**
  25957. * The pivot point in the particle local space.
  25958. */
  25959. pivot: Vector3;
  25960. /**
  25961. * Must the particle be translated from its pivot point in its local space ?
  25962. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25963. * Default : false
  25964. */
  25965. translateFromPivot: boolean;
  25966. /**
  25967. * Is the particle active or not ?
  25968. */
  25969. alive: boolean;
  25970. /**
  25971. * Is the particle visible or not ?
  25972. */
  25973. isVisible: boolean;
  25974. /**
  25975. * Index of this particle in the global "positions" array (Internal use)
  25976. * @hidden
  25977. */
  25978. _pos: number;
  25979. /**
  25980. * @hidden Index of this particle in the global "indices" array (Internal use)
  25981. */
  25982. _ind: number;
  25983. /**
  25984. * @hidden ModelShape of this particle (Internal use)
  25985. */
  25986. _model: ModelShape;
  25987. /**
  25988. * ModelShape id of this particle
  25989. */
  25990. shapeId: number;
  25991. /**
  25992. * Index of the particle in its shape id (Internal use)
  25993. */
  25994. idxInShape: number;
  25995. /**
  25996. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  25997. */
  25998. _modelBoundingInfo: BoundingInfo;
  25999. /**
  26000. * @hidden Particle BoundingInfo object (Internal use)
  26001. */
  26002. _boundingInfo: BoundingInfo;
  26003. /**
  26004. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26005. */
  26006. _sps: SolidParticleSystem;
  26007. /**
  26008. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26009. */
  26010. _stillInvisible: boolean;
  26011. /**
  26012. * @hidden Last computed particle rotation matrix
  26013. */
  26014. _rotationMatrix: number[];
  26015. /**
  26016. * Parent particle Id, if any.
  26017. * Default null.
  26018. */
  26019. parentId: Nullable<number>;
  26020. /**
  26021. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26022. * The possible values are :
  26023. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26024. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26025. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26026. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26027. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26028. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26029. * */
  26030. cullingStrategy: number;
  26031. /**
  26032. * @hidden Internal global position in the SPS.
  26033. */
  26034. _globalPosition: Vector3;
  26035. /**
  26036. * Creates a Solid Particle object.
  26037. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26038. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26039. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26040. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26041. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26042. * @param shapeId (integer) is the model shape identifier in the SPS.
  26043. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26044. * @param sps defines the sps it is associated to
  26045. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26046. */
  26047. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26048. /**
  26049. * Legacy support, changed scale to scaling
  26050. */
  26051. /**
  26052. * Legacy support, changed scale to scaling
  26053. */
  26054. scale: Vector3;
  26055. /**
  26056. * Legacy support, changed quaternion to rotationQuaternion
  26057. */
  26058. /**
  26059. * Legacy support, changed quaternion to rotationQuaternion
  26060. */
  26061. quaternion: Nullable<Quaternion>;
  26062. /**
  26063. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26064. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26065. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26066. * @returns true if it intersects
  26067. */
  26068. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26069. /**
  26070. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26071. * A particle is in the frustum if its bounding box intersects the frustum
  26072. * @param frustumPlanes defines the frustum to test
  26073. * @returns true if the particle is in the frustum planes
  26074. */
  26075. isInFrustum(frustumPlanes: Plane[]): boolean;
  26076. /**
  26077. * get the rotation matrix of the particle
  26078. * @hidden
  26079. */
  26080. getRotationMatrix(m: Matrix): void;
  26081. }
  26082. /**
  26083. * Represents the shape of the model used by one particle of a solid particle system.
  26084. * SPS internal tool, don't use it manually.
  26085. */
  26086. export class ModelShape {
  26087. /**
  26088. * The shape id
  26089. * @hidden
  26090. */
  26091. shapeID: number;
  26092. /**
  26093. * flat array of model positions (internal use)
  26094. * @hidden
  26095. */
  26096. _shape: Vector3[];
  26097. /**
  26098. * flat array of model UVs (internal use)
  26099. * @hidden
  26100. */
  26101. _shapeUV: number[];
  26102. /**
  26103. * length of the shape in the model indices array (internal use)
  26104. * @hidden
  26105. */
  26106. _indicesLength: number;
  26107. /**
  26108. * Custom position function (internal use)
  26109. * @hidden
  26110. */
  26111. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26112. /**
  26113. * Custom vertex function (internal use)
  26114. * @hidden
  26115. */
  26116. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26117. /**
  26118. * 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.
  26119. * SPS internal tool, don't use it manually.
  26120. * @hidden
  26121. */
  26122. 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>);
  26123. }
  26124. /**
  26125. * Represents a Depth Sorted Particle in the solid particle system.
  26126. */
  26127. export class DepthSortedParticle {
  26128. /**
  26129. * Index of the particle in the "indices" array
  26130. */
  26131. ind: number;
  26132. /**
  26133. * Length of the particle shape in the "indices" array
  26134. */
  26135. indicesLength: number;
  26136. /**
  26137. * Squared distance from the particle to the camera
  26138. */
  26139. sqDistance: number;
  26140. }
  26141. }
  26142. declare module "babylonjs/Collisions/meshCollisionData" {
  26143. import { Collider } from "babylonjs/Collisions/collider";
  26144. import { Vector3 } from "babylonjs/Maths/math.vector";
  26145. import { Nullable } from "babylonjs/types";
  26146. import { Observer } from "babylonjs/Misc/observable";
  26147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26148. /**
  26149. * @hidden
  26150. */
  26151. export class _MeshCollisionData {
  26152. _checkCollisions: boolean;
  26153. _collisionMask: number;
  26154. _collisionGroup: number;
  26155. _collider: Nullable<Collider>;
  26156. _oldPositionForCollisions: Vector3;
  26157. _diffPositionForCollisions: Vector3;
  26158. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26159. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26160. }
  26161. }
  26162. declare module "babylonjs/Meshes/abstractMesh" {
  26163. import { Observable } from "babylonjs/Misc/observable";
  26164. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26165. import { Camera } from "babylonjs/Cameras/camera";
  26166. import { Scene, IDisposable } from "babylonjs/scene";
  26167. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26168. import { Node } from "babylonjs/node";
  26169. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26170. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26171. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26172. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26173. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26174. import { Material } from "babylonjs/Materials/material";
  26175. import { Light } from "babylonjs/Lights/light";
  26176. import { Skeleton } from "babylonjs/Bones/skeleton";
  26177. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26178. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26179. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26180. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26181. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26182. import { Plane } from "babylonjs/Maths/math.plane";
  26183. import { Ray } from "babylonjs/Culling/ray";
  26184. import { Collider } from "babylonjs/Collisions/collider";
  26185. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26186. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26187. /** @hidden */
  26188. class _FacetDataStorage {
  26189. facetPositions: Vector3[];
  26190. facetNormals: Vector3[];
  26191. facetPartitioning: number[][];
  26192. facetNb: number;
  26193. partitioningSubdivisions: number;
  26194. partitioningBBoxRatio: number;
  26195. facetDataEnabled: boolean;
  26196. facetParameters: any;
  26197. bbSize: Vector3;
  26198. subDiv: {
  26199. max: number;
  26200. X: number;
  26201. Y: number;
  26202. Z: number;
  26203. };
  26204. facetDepthSort: boolean;
  26205. facetDepthSortEnabled: boolean;
  26206. depthSortedIndices: IndicesArray;
  26207. depthSortedFacets: {
  26208. ind: number;
  26209. sqDistance: number;
  26210. }[];
  26211. facetDepthSortFunction: (f1: {
  26212. ind: number;
  26213. sqDistance: number;
  26214. }, f2: {
  26215. ind: number;
  26216. sqDistance: number;
  26217. }) => number;
  26218. facetDepthSortFrom: Vector3;
  26219. facetDepthSortOrigin: Vector3;
  26220. invertedMatrix: Matrix;
  26221. }
  26222. /**
  26223. * @hidden
  26224. **/
  26225. class _InternalAbstractMeshDataInfo {
  26226. _hasVertexAlpha: boolean;
  26227. _useVertexColors: boolean;
  26228. _numBoneInfluencers: number;
  26229. _applyFog: boolean;
  26230. _receiveShadows: boolean;
  26231. _facetData: _FacetDataStorage;
  26232. _visibility: number;
  26233. _skeleton: Nullable<Skeleton>;
  26234. _layerMask: number;
  26235. _computeBonesUsingShaders: boolean;
  26236. _isActive: boolean;
  26237. _onlyForInstances: boolean;
  26238. _isActiveIntermediate: boolean;
  26239. _onlyForInstancesIntermediate: boolean;
  26240. }
  26241. /**
  26242. * Class used to store all common mesh properties
  26243. */
  26244. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26245. /** No occlusion */
  26246. static OCCLUSION_TYPE_NONE: number;
  26247. /** Occlusion set to optimisitic */
  26248. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26249. /** Occlusion set to strict */
  26250. static OCCLUSION_TYPE_STRICT: number;
  26251. /** Use an accurante occlusion algorithm */
  26252. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26253. /** Use a conservative occlusion algorithm */
  26254. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26255. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26256. * Test order :
  26257. * Is the bounding sphere outside the frustum ?
  26258. * If not, are the bounding box vertices outside the frustum ?
  26259. * It not, then the cullable object is in the frustum.
  26260. */
  26261. static readonly CULLINGSTRATEGY_STANDARD: number;
  26262. /** Culling strategy : Bounding Sphere Only.
  26263. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26264. * It's also less accurate than the standard because some not visible objects can still be selected.
  26265. * Test : is the bounding sphere outside the frustum ?
  26266. * If not, then the cullable object is in the frustum.
  26267. */
  26268. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26269. /** Culling strategy : Optimistic Inclusion.
  26270. * This in an inclusion test first, then the standard exclusion test.
  26271. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26272. * 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.
  26273. * Anyway, it's as accurate as the standard strategy.
  26274. * Test :
  26275. * Is the cullable object bounding sphere center in the frustum ?
  26276. * If not, apply the default culling strategy.
  26277. */
  26278. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26279. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26280. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26281. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26282. * 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.
  26283. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26284. * Test :
  26285. * Is the cullable object bounding sphere center in the frustum ?
  26286. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26287. */
  26288. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26289. /**
  26290. * No billboard
  26291. */
  26292. static readonly BILLBOARDMODE_NONE: number;
  26293. /** Billboard on X axis */
  26294. static readonly BILLBOARDMODE_X: number;
  26295. /** Billboard on Y axis */
  26296. static readonly BILLBOARDMODE_Y: number;
  26297. /** Billboard on Z axis */
  26298. static readonly BILLBOARDMODE_Z: number;
  26299. /** Billboard on all axes */
  26300. static readonly BILLBOARDMODE_ALL: number;
  26301. /** @hidden */
  26302. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26303. /**
  26304. * The culling strategy to use to check whether the mesh must be rendered or not.
  26305. * This value can be changed at any time and will be used on the next render mesh selection.
  26306. * The possible values are :
  26307. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26308. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26309. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26310. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26311. * Please read each static variable documentation to get details about the culling process.
  26312. * */
  26313. cullingStrategy: number;
  26314. /**
  26315. * Gets the number of facets in the mesh
  26316. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26317. */
  26318. readonly facetNb: number;
  26319. /**
  26320. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26322. */
  26323. partitioningSubdivisions: number;
  26324. /**
  26325. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26326. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26327. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26328. */
  26329. partitioningBBoxRatio: number;
  26330. /**
  26331. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26332. * Works only for updatable meshes.
  26333. * Doesn't work with multi-materials
  26334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26335. */
  26336. mustDepthSortFacets: boolean;
  26337. /**
  26338. * The location (Vector3) where the facet depth sort must be computed from.
  26339. * By default, the active camera position.
  26340. * Used only when facet depth sort is enabled
  26341. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26342. */
  26343. facetDepthSortFrom: Vector3;
  26344. /**
  26345. * gets a boolean indicating if facetData is enabled
  26346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26347. */
  26348. readonly isFacetDataEnabled: boolean;
  26349. /** @hidden */
  26350. _updateNonUniformScalingState(value: boolean): boolean;
  26351. /**
  26352. * An event triggered when this mesh collides with another one
  26353. */
  26354. onCollideObservable: Observable<AbstractMesh>;
  26355. /** Set a function to call when this mesh collides with another one */
  26356. onCollide: () => void;
  26357. /**
  26358. * An event triggered when the collision's position changes
  26359. */
  26360. onCollisionPositionChangeObservable: Observable<Vector3>;
  26361. /** Set a function to call when the collision's position changes */
  26362. onCollisionPositionChange: () => void;
  26363. /**
  26364. * An event triggered when material is changed
  26365. */
  26366. onMaterialChangedObservable: Observable<AbstractMesh>;
  26367. /**
  26368. * Gets or sets the orientation for POV movement & rotation
  26369. */
  26370. definedFacingForward: boolean;
  26371. /** @hidden */
  26372. _occlusionQuery: Nullable<WebGLQuery>;
  26373. /** @hidden */
  26374. _renderingGroup: Nullable<RenderingGroup>;
  26375. /**
  26376. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26377. */
  26378. /**
  26379. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26380. */
  26381. visibility: number;
  26382. /** Gets or sets the alpha index used to sort transparent meshes
  26383. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26384. */
  26385. alphaIndex: number;
  26386. /**
  26387. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26388. */
  26389. isVisible: boolean;
  26390. /**
  26391. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26392. */
  26393. isPickable: boolean;
  26394. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26395. showSubMeshesBoundingBox: boolean;
  26396. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26397. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26398. */
  26399. isBlocker: boolean;
  26400. /**
  26401. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26402. */
  26403. enablePointerMoveEvents: boolean;
  26404. /**
  26405. * Specifies the rendering group id for this mesh (0 by default)
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26407. */
  26408. renderingGroupId: number;
  26409. private _material;
  26410. /** Gets or sets current material */
  26411. material: Nullable<Material>;
  26412. /**
  26413. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26414. * @see http://doc.babylonjs.com/babylon101/shadows
  26415. */
  26416. receiveShadows: boolean;
  26417. /** Defines color to use when rendering outline */
  26418. outlineColor: Color3;
  26419. /** Define width to use when rendering outline */
  26420. outlineWidth: number;
  26421. /** Defines color to use when rendering overlay */
  26422. overlayColor: Color3;
  26423. /** Defines alpha to use when rendering overlay */
  26424. overlayAlpha: number;
  26425. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26426. hasVertexAlpha: boolean;
  26427. /** 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) */
  26428. useVertexColors: boolean;
  26429. /**
  26430. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26431. */
  26432. computeBonesUsingShaders: boolean;
  26433. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26434. numBoneInfluencers: number;
  26435. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26436. applyFog: boolean;
  26437. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26438. useOctreeForRenderingSelection: boolean;
  26439. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26440. useOctreeForPicking: boolean;
  26441. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26442. useOctreeForCollisions: boolean;
  26443. /**
  26444. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26445. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26446. */
  26447. layerMask: number;
  26448. /**
  26449. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26450. */
  26451. alwaysSelectAsActiveMesh: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26454. */
  26455. doNotSyncBoundingInfo: boolean;
  26456. /**
  26457. * Gets or sets the current action manager
  26458. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26459. */
  26460. actionManager: Nullable<AbstractActionManager>;
  26461. private _meshCollisionData;
  26462. /**
  26463. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26464. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26465. */
  26466. ellipsoid: Vector3;
  26467. /**
  26468. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26469. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26470. */
  26471. ellipsoidOffset: Vector3;
  26472. /**
  26473. * Gets or sets a collision mask used to mask collisions (default is -1).
  26474. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26475. */
  26476. collisionMask: number;
  26477. /**
  26478. * Gets or sets the current collision group mask (-1 by default).
  26479. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26480. */
  26481. collisionGroup: number;
  26482. /**
  26483. * Defines edge width used when edgesRenderer is enabled
  26484. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26485. */
  26486. edgesWidth: number;
  26487. /**
  26488. * Defines edge color used when edgesRenderer is enabled
  26489. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26490. */
  26491. edgesColor: Color4;
  26492. /** @hidden */
  26493. _edgesRenderer: Nullable<IEdgesRenderer>;
  26494. /** @hidden */
  26495. _masterMesh: Nullable<AbstractMesh>;
  26496. /** @hidden */
  26497. _boundingInfo: Nullable<BoundingInfo>;
  26498. /** @hidden */
  26499. _renderId: number;
  26500. /**
  26501. * Gets or sets the list of subMeshes
  26502. * @see http://doc.babylonjs.com/how_to/multi_materials
  26503. */
  26504. subMeshes: SubMesh[];
  26505. /** @hidden */
  26506. _intersectionsInProgress: AbstractMesh[];
  26507. /** @hidden */
  26508. _unIndexed: boolean;
  26509. /** @hidden */
  26510. _lightSources: Light[];
  26511. /** Gets the list of lights affecting that mesh */
  26512. readonly lightSources: Light[];
  26513. /** @hidden */
  26514. readonly _positions: Nullable<Vector3[]>;
  26515. /** @hidden */
  26516. _waitingData: {
  26517. lods: Nullable<any>;
  26518. actions: Nullable<any>;
  26519. freezeWorldMatrix: Nullable<boolean>;
  26520. };
  26521. /** @hidden */
  26522. _bonesTransformMatrices: Nullable<Float32Array>;
  26523. /** @hidden */
  26524. _transformMatrixTexture: Nullable<RawTexture>;
  26525. /**
  26526. * Gets or sets a skeleton to apply skining transformations
  26527. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26528. */
  26529. skeleton: Nullable<Skeleton>;
  26530. /**
  26531. * An event triggered when the mesh is rebuilt.
  26532. */
  26533. onRebuildObservable: Observable<AbstractMesh>;
  26534. /**
  26535. * Creates a new AbstractMesh
  26536. * @param name defines the name of the mesh
  26537. * @param scene defines the hosting scene
  26538. */
  26539. constructor(name: string, scene?: Nullable<Scene>);
  26540. /**
  26541. * Returns the string "AbstractMesh"
  26542. * @returns "AbstractMesh"
  26543. */
  26544. getClassName(): string;
  26545. /**
  26546. * Gets a string representation of the current mesh
  26547. * @param fullDetails defines a boolean indicating if full details must be included
  26548. * @returns a string representation of the current mesh
  26549. */
  26550. toString(fullDetails?: boolean): string;
  26551. /**
  26552. * @hidden
  26553. */
  26554. protected _getEffectiveParent(): Nullable<Node>;
  26555. /** @hidden */
  26556. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26557. /** @hidden */
  26558. _rebuild(): void;
  26559. /** @hidden */
  26560. _resyncLightSources(): void;
  26561. /** @hidden */
  26562. _resyncLighSource(light: Light): void;
  26563. /** @hidden */
  26564. _unBindEffect(): void;
  26565. /** @hidden */
  26566. _removeLightSource(light: Light): void;
  26567. private _markSubMeshesAsDirty;
  26568. /** @hidden */
  26569. _markSubMeshesAsLightDirty(): void;
  26570. /** @hidden */
  26571. _markSubMeshesAsAttributesDirty(): void;
  26572. /** @hidden */
  26573. _markSubMeshesAsMiscDirty(): void;
  26574. /**
  26575. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26576. */
  26577. scaling: Vector3;
  26578. /**
  26579. * Returns true if the mesh is blocked. Implemented by child classes
  26580. */
  26581. readonly isBlocked: boolean;
  26582. /**
  26583. * Returns the mesh itself by default. Implemented by child classes
  26584. * @param camera defines the camera to use to pick the right LOD level
  26585. * @returns the currentAbstractMesh
  26586. */
  26587. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26588. /**
  26589. * Returns 0 by default. Implemented by child classes
  26590. * @returns an integer
  26591. */
  26592. getTotalVertices(): number;
  26593. /**
  26594. * Returns a positive integer : the total number of indices in this mesh geometry.
  26595. * @returns the numner of indices or zero if the mesh has no geometry.
  26596. */
  26597. getTotalIndices(): number;
  26598. /**
  26599. * Returns null by default. Implemented by child classes
  26600. * @returns null
  26601. */
  26602. getIndices(): Nullable<IndicesArray>;
  26603. /**
  26604. * Returns the array of the requested vertex data kind. Implemented by child classes
  26605. * @param kind defines the vertex data kind to use
  26606. * @returns null
  26607. */
  26608. getVerticesData(kind: string): Nullable<FloatArray>;
  26609. /**
  26610. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26611. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26612. * Note that a new underlying VertexBuffer object is created each call.
  26613. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26614. * @param kind defines vertex data kind:
  26615. * * VertexBuffer.PositionKind
  26616. * * VertexBuffer.UVKind
  26617. * * VertexBuffer.UV2Kind
  26618. * * VertexBuffer.UV3Kind
  26619. * * VertexBuffer.UV4Kind
  26620. * * VertexBuffer.UV5Kind
  26621. * * VertexBuffer.UV6Kind
  26622. * * VertexBuffer.ColorKind
  26623. * * VertexBuffer.MatricesIndicesKind
  26624. * * VertexBuffer.MatricesIndicesExtraKind
  26625. * * VertexBuffer.MatricesWeightsKind
  26626. * * VertexBuffer.MatricesWeightsExtraKind
  26627. * @param data defines the data source
  26628. * @param updatable defines if the data must be flagged as updatable (or static)
  26629. * @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
  26630. * @returns the current mesh
  26631. */
  26632. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26633. /**
  26634. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26635. * If the mesh has no geometry, it is simply returned as it is.
  26636. * @param kind defines vertex data kind:
  26637. * * VertexBuffer.PositionKind
  26638. * * VertexBuffer.UVKind
  26639. * * VertexBuffer.UV2Kind
  26640. * * VertexBuffer.UV3Kind
  26641. * * VertexBuffer.UV4Kind
  26642. * * VertexBuffer.UV5Kind
  26643. * * VertexBuffer.UV6Kind
  26644. * * VertexBuffer.ColorKind
  26645. * * VertexBuffer.MatricesIndicesKind
  26646. * * VertexBuffer.MatricesIndicesExtraKind
  26647. * * VertexBuffer.MatricesWeightsKind
  26648. * * VertexBuffer.MatricesWeightsExtraKind
  26649. * @param data defines the data source
  26650. * @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
  26651. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26652. * @returns the current mesh
  26653. */
  26654. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26655. /**
  26656. * Sets the mesh indices,
  26657. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26658. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26659. * @param totalVertices Defines the total number of vertices
  26660. * @returns the current mesh
  26661. */
  26662. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26663. /**
  26664. * Gets a boolean indicating if specific vertex data is present
  26665. * @param kind defines the vertex data kind to use
  26666. * @returns true is data kind is present
  26667. */
  26668. isVerticesDataPresent(kind: string): boolean;
  26669. /**
  26670. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26671. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26672. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26673. * @returns a BoundingInfo
  26674. */
  26675. getBoundingInfo(): BoundingInfo;
  26676. /**
  26677. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26678. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26679. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26680. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26681. * @returns the current mesh
  26682. */
  26683. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26684. /**
  26685. * Overwrite the current bounding info
  26686. * @param boundingInfo defines the new bounding info
  26687. * @returns the current mesh
  26688. */
  26689. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26690. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26691. readonly useBones: boolean;
  26692. /** @hidden */
  26693. _preActivate(): void;
  26694. /** @hidden */
  26695. _preActivateForIntermediateRendering(renderId: number): void;
  26696. /** @hidden */
  26697. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26698. /** @hidden */
  26699. _postActivate(): void;
  26700. /** @hidden */
  26701. _freeze(): void;
  26702. /** @hidden */
  26703. _unFreeze(): void;
  26704. /**
  26705. * Gets the current world matrix
  26706. * @returns a Matrix
  26707. */
  26708. getWorldMatrix(): Matrix;
  26709. /** @hidden */
  26710. _getWorldMatrixDeterminant(): number;
  26711. /**
  26712. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26713. */
  26714. readonly isAnInstance: boolean;
  26715. /**
  26716. * Perform relative position change from the point of view of behind the front of the mesh.
  26717. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26718. * Supports definition of mesh facing forward or backward
  26719. * @param amountRight defines the distance on the right axis
  26720. * @param amountUp defines the distance on the up axis
  26721. * @param amountForward defines the distance on the forward axis
  26722. * @returns the current mesh
  26723. */
  26724. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26725. /**
  26726. * Calculate relative position change from the point of view of behind the front of the mesh.
  26727. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26728. * Supports definition of mesh facing forward or backward
  26729. * @param amountRight defines the distance on the right axis
  26730. * @param amountUp defines the distance on the up axis
  26731. * @param amountForward defines the distance on the forward axis
  26732. * @returns the new displacement vector
  26733. */
  26734. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26735. /**
  26736. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26737. * Supports definition of mesh facing forward or backward
  26738. * @param flipBack defines the flip
  26739. * @param twirlClockwise defines the twirl
  26740. * @param tiltRight defines the tilt
  26741. * @returns the current mesh
  26742. */
  26743. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26744. /**
  26745. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26746. * Supports definition of mesh facing forward or backward.
  26747. * @param flipBack defines the flip
  26748. * @param twirlClockwise defines the twirl
  26749. * @param tiltRight defines the tilt
  26750. * @returns the new rotation vector
  26751. */
  26752. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26753. /**
  26754. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26755. * This means the mesh underlying bounding box and sphere are recomputed.
  26756. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26757. * @returns the current mesh
  26758. */
  26759. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26760. /** @hidden */
  26761. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26762. /** @hidden */
  26763. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26764. /** @hidden */
  26765. _updateBoundingInfo(): AbstractMesh;
  26766. /** @hidden */
  26767. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26768. /** @hidden */
  26769. protected _afterComputeWorldMatrix(): void;
  26770. /** @hidden */
  26771. readonly _effectiveMesh: AbstractMesh;
  26772. /**
  26773. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26774. * A mesh is in the frustum if its bounding box intersects the frustum
  26775. * @param frustumPlanes defines the frustum to test
  26776. * @returns true if the mesh is in the frustum planes
  26777. */
  26778. isInFrustum(frustumPlanes: Plane[]): boolean;
  26779. /**
  26780. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26781. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26782. * @param frustumPlanes defines the frustum to test
  26783. * @returns true if the mesh is completely in the frustum planes
  26784. */
  26785. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26786. /**
  26787. * True if the mesh intersects another mesh or a SolidParticle object
  26788. * @param mesh defines a target mesh or SolidParticle to test
  26789. * @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)
  26790. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26791. * @returns true if there is an intersection
  26792. */
  26793. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26794. /**
  26795. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26796. * @param point defines the point to test
  26797. * @returns true if there is an intersection
  26798. */
  26799. intersectsPoint(point: Vector3): boolean;
  26800. /**
  26801. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26803. */
  26804. checkCollisions: boolean;
  26805. /**
  26806. * Gets Collider object used to compute collisions (not physics)
  26807. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26808. */
  26809. readonly collider: Nullable<Collider>;
  26810. /**
  26811. * Move the mesh using collision engine
  26812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26813. * @param displacement defines the requested displacement vector
  26814. * @returns the current mesh
  26815. */
  26816. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26817. private _onCollisionPositionChange;
  26818. /** @hidden */
  26819. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26820. /** @hidden */
  26821. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26822. /** @hidden */
  26823. _checkCollision(collider: Collider): AbstractMesh;
  26824. /** @hidden */
  26825. _generatePointsArray(): boolean;
  26826. /**
  26827. * Checks if the passed Ray intersects with the mesh
  26828. * @param ray defines the ray to use
  26829. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26830. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26831. * @returns the picking info
  26832. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26833. */
  26834. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26835. /**
  26836. * Clones the current mesh
  26837. * @param name defines the mesh name
  26838. * @param newParent defines the new mesh parent
  26839. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26840. * @returns the new mesh
  26841. */
  26842. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26843. /**
  26844. * Disposes all the submeshes of the current meshnp
  26845. * @returns the current mesh
  26846. */
  26847. releaseSubMeshes(): AbstractMesh;
  26848. /**
  26849. * Releases resources associated with this abstract mesh.
  26850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26852. */
  26853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26854. /**
  26855. * Adds the passed mesh as a child to the current mesh
  26856. * @param mesh defines the child mesh
  26857. * @returns the current mesh
  26858. */
  26859. addChild(mesh: AbstractMesh): AbstractMesh;
  26860. /**
  26861. * Removes the passed mesh from the current mesh children list
  26862. * @param mesh defines the child mesh
  26863. * @returns the current mesh
  26864. */
  26865. removeChild(mesh: AbstractMesh): AbstractMesh;
  26866. /** @hidden */
  26867. private _initFacetData;
  26868. /**
  26869. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26870. * This method can be called within the render loop.
  26871. * 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
  26872. * @returns the current mesh
  26873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26874. */
  26875. updateFacetData(): AbstractMesh;
  26876. /**
  26877. * Returns the facetLocalNormals array.
  26878. * The normals are expressed in the mesh local spac
  26879. * @returns an array of Vector3
  26880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26881. */
  26882. getFacetLocalNormals(): Vector3[];
  26883. /**
  26884. * Returns the facetLocalPositions array.
  26885. * The facet positions are expressed in the mesh local space
  26886. * @returns an array of Vector3
  26887. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26888. */
  26889. getFacetLocalPositions(): Vector3[];
  26890. /**
  26891. * Returns the facetLocalPartioning array
  26892. * @returns an array of array of numbers
  26893. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26894. */
  26895. getFacetLocalPartitioning(): number[][];
  26896. /**
  26897. * Returns the i-th facet position in the world system.
  26898. * This method allocates a new Vector3 per call
  26899. * @param i defines the facet index
  26900. * @returns a new Vector3
  26901. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26902. */
  26903. getFacetPosition(i: number): Vector3;
  26904. /**
  26905. * Sets the reference Vector3 with the i-th facet position in the world system
  26906. * @param i defines the facet index
  26907. * @param ref defines the target vector
  26908. * @returns the current mesh
  26909. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26910. */
  26911. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26912. /**
  26913. * Returns the i-th facet normal in the world system.
  26914. * This method allocates a new Vector3 per call
  26915. * @param i defines the facet index
  26916. * @returns a new Vector3
  26917. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26918. */
  26919. getFacetNormal(i: number): Vector3;
  26920. /**
  26921. * Sets the reference Vector3 with the i-th facet normal in the world system
  26922. * @param i defines the facet index
  26923. * @param ref defines the target vector
  26924. * @returns the current mesh
  26925. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26926. */
  26927. getFacetNormalToRef(i: number, ref: Vector3): this;
  26928. /**
  26929. * 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)
  26930. * @param x defines x coordinate
  26931. * @param y defines y coordinate
  26932. * @param z defines z coordinate
  26933. * @returns the array of facet indexes
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26937. /**
  26938. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26939. * @param projected sets as the (x,y,z) world projection on the facet
  26940. * @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
  26941. * @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
  26942. * @param x defines x coordinate
  26943. * @param y defines y coordinate
  26944. * @param z defines z coordinate
  26945. * @returns the face index if found (or null instead)
  26946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26947. */
  26948. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26949. /**
  26950. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26951. * @param projected sets as the (x,y,z) local projection on the facet
  26952. * @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
  26953. * @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
  26954. * @param x defines x coordinate
  26955. * @param y defines y coordinate
  26956. * @param z defines z coordinate
  26957. * @returns the face index if found (or null instead)
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26961. /**
  26962. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26963. * @returns the parameters
  26964. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26965. */
  26966. getFacetDataParameters(): any;
  26967. /**
  26968. * Disables the feature FacetData and frees the related memory
  26969. * @returns the current mesh
  26970. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26971. */
  26972. disableFacetData(): AbstractMesh;
  26973. /**
  26974. * Updates the AbstractMesh indices array
  26975. * @param indices defines the data source
  26976. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26977. * @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)
  26978. * @returns the current mesh
  26979. */
  26980. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  26981. /**
  26982. * Creates new normals data for the mesh
  26983. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  26984. * @returns the current mesh
  26985. */
  26986. createNormals(updatable: boolean): AbstractMesh;
  26987. /**
  26988. * Align the mesh with a normal
  26989. * @param normal defines the normal to use
  26990. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  26991. * @returns the current mesh
  26992. */
  26993. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  26994. /** @hidden */
  26995. _checkOcclusionQuery(): boolean;
  26996. /**
  26997. * Disables the mesh edge rendering mode
  26998. * @returns the currentAbstractMesh
  26999. */
  27000. disableEdgesRendering(): AbstractMesh;
  27001. /**
  27002. * Enables the edge rendering mode on the mesh.
  27003. * This mode makes the mesh edges visible
  27004. * @param epsilon defines the maximal distance between two angles to detect a face
  27005. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27006. * @returns the currentAbstractMesh
  27007. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27008. */
  27009. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27010. }
  27011. }
  27012. declare module "babylonjs/Actions/actionEvent" {
  27013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27014. import { Nullable } from "babylonjs/types";
  27015. import { Sprite } from "babylonjs/Sprites/sprite";
  27016. import { Scene } from "babylonjs/scene";
  27017. import { Vector2 } from "babylonjs/Maths/math.vector";
  27018. /**
  27019. * Interface used to define ActionEvent
  27020. */
  27021. export interface IActionEvent {
  27022. /** The mesh or sprite that triggered the action */
  27023. source: any;
  27024. /** The X mouse cursor position at the time of the event */
  27025. pointerX: number;
  27026. /** The Y mouse cursor position at the time of the event */
  27027. pointerY: number;
  27028. /** The mesh that is currently pointed at (can be null) */
  27029. meshUnderPointer: Nullable<AbstractMesh>;
  27030. /** the original (browser) event that triggered the ActionEvent */
  27031. sourceEvent?: any;
  27032. /** additional data for the event */
  27033. additionalData?: any;
  27034. }
  27035. /**
  27036. * ActionEvent is the event being sent when an action is triggered.
  27037. */
  27038. export class ActionEvent implements IActionEvent {
  27039. /** The mesh or sprite that triggered the action */
  27040. source: any;
  27041. /** The X mouse cursor position at the time of the event */
  27042. pointerX: number;
  27043. /** The Y mouse cursor position at the time of the event */
  27044. pointerY: number;
  27045. /** The mesh that is currently pointed at (can be null) */
  27046. meshUnderPointer: Nullable<AbstractMesh>;
  27047. /** the original (browser) event that triggered the ActionEvent */
  27048. sourceEvent?: any;
  27049. /** additional data for the event */
  27050. additionalData?: any;
  27051. /**
  27052. * Creates a new ActionEvent
  27053. * @param source The mesh or sprite that triggered the action
  27054. * @param pointerX The X mouse cursor position at the time of the event
  27055. * @param pointerY The Y mouse cursor position at the time of the event
  27056. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27057. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27058. * @param additionalData additional data for the event
  27059. */
  27060. constructor(
  27061. /** The mesh or sprite that triggered the action */
  27062. source: any,
  27063. /** The X mouse cursor position at the time of the event */
  27064. pointerX: number,
  27065. /** The Y mouse cursor position at the time of the event */
  27066. pointerY: number,
  27067. /** The mesh that is currently pointed at (can be null) */
  27068. meshUnderPointer: Nullable<AbstractMesh>,
  27069. /** the original (browser) event that triggered the ActionEvent */
  27070. sourceEvent?: any,
  27071. /** additional data for the event */
  27072. additionalData?: any);
  27073. /**
  27074. * Helper function to auto-create an ActionEvent from a source mesh.
  27075. * @param source The source mesh that triggered the event
  27076. * @param evt The original (browser) event
  27077. * @param additionalData additional data for the event
  27078. * @returns the new ActionEvent
  27079. */
  27080. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27081. /**
  27082. * Helper function to auto-create an ActionEvent from a source sprite
  27083. * @param source The source sprite that triggered the event
  27084. * @param scene Scene associated with the sprite
  27085. * @param evt The original (browser) event
  27086. * @param additionalData additional data for the event
  27087. * @returns the new ActionEvent
  27088. */
  27089. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27090. /**
  27091. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27092. * @param scene the scene where the event occurred
  27093. * @param evt The original (browser) event
  27094. * @returns the new ActionEvent
  27095. */
  27096. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27097. /**
  27098. * Helper function to auto-create an ActionEvent from a primitive
  27099. * @param prim defines the target primitive
  27100. * @param pointerPos defines the pointer position
  27101. * @param evt The original (browser) event
  27102. * @param additionalData additional data for the event
  27103. * @returns the new ActionEvent
  27104. */
  27105. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27106. }
  27107. }
  27108. declare module "babylonjs/Actions/abstractActionManager" {
  27109. import { IDisposable } from "babylonjs/scene";
  27110. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27111. import { IAction } from "babylonjs/Actions/action";
  27112. import { Nullable } from "babylonjs/types";
  27113. /**
  27114. * Abstract class used to decouple action Manager from scene and meshes.
  27115. * Do not instantiate.
  27116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27117. */
  27118. export abstract class AbstractActionManager implements IDisposable {
  27119. /** Gets the list of active triggers */
  27120. static Triggers: {
  27121. [key: string]: number;
  27122. };
  27123. /** Gets the cursor to use when hovering items */
  27124. hoverCursor: string;
  27125. /** Gets the list of actions */
  27126. actions: IAction[];
  27127. /**
  27128. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27129. */
  27130. isRecursive: boolean;
  27131. /**
  27132. * Releases all associated resources
  27133. */
  27134. abstract dispose(): void;
  27135. /**
  27136. * Does this action manager has pointer triggers
  27137. */
  27138. abstract readonly hasPointerTriggers: boolean;
  27139. /**
  27140. * Does this action manager has pick triggers
  27141. */
  27142. abstract readonly hasPickTriggers: boolean;
  27143. /**
  27144. * Process a specific trigger
  27145. * @param trigger defines the trigger to process
  27146. * @param evt defines the event details to be processed
  27147. */
  27148. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27149. /**
  27150. * Does this action manager handles actions of any of the given triggers
  27151. * @param triggers defines the triggers to be tested
  27152. * @return a boolean indicating whether one (or more) of the triggers is handled
  27153. */
  27154. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27155. /**
  27156. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27157. * speed.
  27158. * @param triggerA defines the trigger to be tested
  27159. * @param triggerB defines the trigger to be tested
  27160. * @return a boolean indicating whether one (or more) of the triggers is handled
  27161. */
  27162. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27163. /**
  27164. * Does this action manager handles actions of a given trigger
  27165. * @param trigger defines the trigger to be tested
  27166. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27167. * @return whether the trigger is handled
  27168. */
  27169. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27170. /**
  27171. * Serialize this manager to a JSON object
  27172. * @param name defines the property name to store this manager
  27173. * @returns a JSON representation of this manager
  27174. */
  27175. abstract serialize(name: string): any;
  27176. /**
  27177. * Registers an action to this action manager
  27178. * @param action defines the action to be registered
  27179. * @return the action amended (prepared) after registration
  27180. */
  27181. abstract registerAction(action: IAction): Nullable<IAction>;
  27182. /**
  27183. * Unregisters an action to this action manager
  27184. * @param action defines the action to be unregistered
  27185. * @return a boolean indicating whether the action has been unregistered
  27186. */
  27187. abstract unregisterAction(action: IAction): Boolean;
  27188. /**
  27189. * Does exist one action manager with at least one trigger
  27190. **/
  27191. static readonly HasTriggers: boolean;
  27192. /**
  27193. * Does exist one action manager with at least one pick trigger
  27194. **/
  27195. static readonly HasPickTriggers: boolean;
  27196. /**
  27197. * Does exist one action manager that handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27200. **/
  27201. static HasSpecificTrigger(trigger: number): boolean;
  27202. }
  27203. }
  27204. declare module "babylonjs/node" {
  27205. import { Scene } from "babylonjs/scene";
  27206. import { Nullable } from "babylonjs/types";
  27207. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27208. import { Engine } from "babylonjs/Engines/engine";
  27209. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27210. import { Observable } from "babylonjs/Misc/observable";
  27211. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27213. import { Animatable } from "babylonjs/Animations/animatable";
  27214. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27215. import { Animation } from "babylonjs/Animations/animation";
  27216. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27217. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27218. /**
  27219. * Defines how a node can be built from a string name.
  27220. */
  27221. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27222. /**
  27223. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27224. */
  27225. export class Node implements IBehaviorAware<Node> {
  27226. /** @hidden */
  27227. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27228. private static _NodeConstructors;
  27229. /**
  27230. * Add a new node constructor
  27231. * @param type defines the type name of the node to construct
  27232. * @param constructorFunc defines the constructor function
  27233. */
  27234. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27235. /**
  27236. * Returns a node constructor based on type name
  27237. * @param type defines the type name
  27238. * @param name defines the new node name
  27239. * @param scene defines the hosting scene
  27240. * @param options defines optional options to transmit to constructors
  27241. * @returns the new constructor or null
  27242. */
  27243. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27244. /**
  27245. * Gets or sets the name of the node
  27246. */
  27247. name: string;
  27248. /**
  27249. * Gets or sets the id of the node
  27250. */
  27251. id: string;
  27252. /**
  27253. * Gets or sets the unique id of the node
  27254. */
  27255. uniqueId: number;
  27256. /**
  27257. * Gets or sets a string used to store user defined state for the node
  27258. */
  27259. state: string;
  27260. /**
  27261. * Gets or sets an object used to store user defined information for the node
  27262. */
  27263. metadata: any;
  27264. /**
  27265. * For internal use only. Please do not use.
  27266. */
  27267. reservedDataStore: any;
  27268. /**
  27269. * List of inspectable custom properties (used by the Inspector)
  27270. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27271. */
  27272. inspectableCustomProperties: IInspectable[];
  27273. /**
  27274. * Gets or sets a boolean used to define if the node must be serialized
  27275. */
  27276. doNotSerialize: boolean;
  27277. /** @hidden */
  27278. _isDisposed: boolean;
  27279. /**
  27280. * Gets a list of Animations associated with the node
  27281. */
  27282. animations: import("babylonjs/Animations/animation").Animation[];
  27283. protected _ranges: {
  27284. [name: string]: Nullable<AnimationRange>;
  27285. };
  27286. /**
  27287. * Callback raised when the node is ready to be used
  27288. */
  27289. onReady: Nullable<(node: Node) => void>;
  27290. private _isEnabled;
  27291. private _isParentEnabled;
  27292. private _isReady;
  27293. /** @hidden */
  27294. _currentRenderId: number;
  27295. private _parentUpdateId;
  27296. /** @hidden */
  27297. _childUpdateId: number;
  27298. /** @hidden */
  27299. _waitingParentId: Nullable<string>;
  27300. /** @hidden */
  27301. _scene: Scene;
  27302. /** @hidden */
  27303. _cache: any;
  27304. private _parentNode;
  27305. private _children;
  27306. /** @hidden */
  27307. _worldMatrix: Matrix;
  27308. /** @hidden */
  27309. _worldMatrixDeterminant: number;
  27310. /** @hidden */
  27311. _worldMatrixDeterminantIsDirty: boolean;
  27312. /** @hidden */
  27313. private _sceneRootNodesIndex;
  27314. /**
  27315. * Gets a boolean indicating if the node has been disposed
  27316. * @returns true if the node was disposed
  27317. */
  27318. isDisposed(): boolean;
  27319. /**
  27320. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27321. * @see https://doc.babylonjs.com/how_to/parenting
  27322. */
  27323. parent: Nullable<Node>;
  27324. private addToSceneRootNodes;
  27325. private removeFromSceneRootNodes;
  27326. private _animationPropertiesOverride;
  27327. /**
  27328. * Gets or sets the animation properties override
  27329. */
  27330. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27331. /**
  27332. * Gets a string idenfifying the name of the class
  27333. * @returns "Node" string
  27334. */
  27335. getClassName(): string;
  27336. /** @hidden */
  27337. readonly _isNode: boolean;
  27338. /**
  27339. * An event triggered when the mesh is disposed
  27340. */
  27341. onDisposeObservable: Observable<Node>;
  27342. private _onDisposeObserver;
  27343. /**
  27344. * Sets a callback that will be raised when the node will be disposed
  27345. */
  27346. onDispose: () => void;
  27347. /**
  27348. * Creates a new Node
  27349. * @param name the name and id to be given to this node
  27350. * @param scene the scene this node will be added to
  27351. * @param addToRootNodes the node will be added to scene.rootNodes
  27352. */
  27353. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27354. /**
  27355. * Gets the scene of the node
  27356. * @returns a scene
  27357. */
  27358. getScene(): Scene;
  27359. /**
  27360. * Gets the engine of the node
  27361. * @returns a Engine
  27362. */
  27363. getEngine(): Engine;
  27364. private _behaviors;
  27365. /**
  27366. * Attach a behavior to the node
  27367. * @see http://doc.babylonjs.com/features/behaviour
  27368. * @param behavior defines the behavior to attach
  27369. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27370. * @returns the current Node
  27371. */
  27372. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27373. /**
  27374. * Remove an attached behavior
  27375. * @see http://doc.babylonjs.com/features/behaviour
  27376. * @param behavior defines the behavior to attach
  27377. * @returns the current Node
  27378. */
  27379. removeBehavior(behavior: Behavior<Node>): Node;
  27380. /**
  27381. * Gets the list of attached behaviors
  27382. * @see http://doc.babylonjs.com/features/behaviour
  27383. */
  27384. readonly behaviors: Behavior<Node>[];
  27385. /**
  27386. * Gets an attached behavior by name
  27387. * @param name defines the name of the behavior to look for
  27388. * @see http://doc.babylonjs.com/features/behaviour
  27389. * @returns null if behavior was not found else the requested behavior
  27390. */
  27391. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27392. /**
  27393. * Returns the latest update of the World matrix
  27394. * @returns a Matrix
  27395. */
  27396. getWorldMatrix(): Matrix;
  27397. /** @hidden */
  27398. _getWorldMatrixDeterminant(): number;
  27399. /**
  27400. * Returns directly the latest state of the mesh World matrix.
  27401. * A Matrix is returned.
  27402. */
  27403. readonly worldMatrixFromCache: Matrix;
  27404. /** @hidden */
  27405. _initCache(): void;
  27406. /** @hidden */
  27407. updateCache(force?: boolean): void;
  27408. /** @hidden */
  27409. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27410. /** @hidden */
  27411. _updateCache(ignoreParentClass?: boolean): void;
  27412. /** @hidden */
  27413. _isSynchronized(): boolean;
  27414. /** @hidden */
  27415. _markSyncedWithParent(): void;
  27416. /** @hidden */
  27417. isSynchronizedWithParent(): boolean;
  27418. /** @hidden */
  27419. isSynchronized(): boolean;
  27420. /**
  27421. * Is this node ready to be used/rendered
  27422. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27423. * @return true if the node is ready
  27424. */
  27425. isReady(completeCheck?: boolean): boolean;
  27426. /**
  27427. * Is this node enabled?
  27428. * 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
  27429. * @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
  27430. * @return whether this node (and its parent) is enabled
  27431. */
  27432. isEnabled(checkAncestors?: boolean): boolean;
  27433. /** @hidden */
  27434. protected _syncParentEnabledState(): void;
  27435. /**
  27436. * Set the enabled state of this node
  27437. * @param value defines the new enabled state
  27438. */
  27439. setEnabled(value: boolean): void;
  27440. /**
  27441. * Is this node a descendant of the given node?
  27442. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27443. * @param ancestor defines the parent node to inspect
  27444. * @returns a boolean indicating if this node is a descendant of the given node
  27445. */
  27446. isDescendantOf(ancestor: Node): boolean;
  27447. /** @hidden */
  27448. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27449. /**
  27450. * Will return all nodes that have this node as ascendant
  27451. * @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
  27452. * @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
  27453. * @return all children nodes of all types
  27454. */
  27455. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27456. /**
  27457. * Get all child-meshes of this node
  27458. * @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)
  27459. * @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
  27460. * @returns an array of AbstractMesh
  27461. */
  27462. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27463. /**
  27464. * Get all direct children of this node
  27465. * @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
  27466. * @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)
  27467. * @returns an array of Node
  27468. */
  27469. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27470. /** @hidden */
  27471. _setReady(state: boolean): void;
  27472. /**
  27473. * Get an animation by name
  27474. * @param name defines the name of the animation to look for
  27475. * @returns null if not found else the requested animation
  27476. */
  27477. getAnimationByName(name: string): Nullable<Animation>;
  27478. /**
  27479. * Creates an animation range for this node
  27480. * @param name defines the name of the range
  27481. * @param from defines the starting key
  27482. * @param to defines the end key
  27483. */
  27484. createAnimationRange(name: string, from: number, to: number): void;
  27485. /**
  27486. * Delete a specific animation range
  27487. * @param name defines the name of the range to delete
  27488. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27489. */
  27490. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27491. /**
  27492. * Get an animation range by name
  27493. * @param name defines the name of the animation range to look for
  27494. * @returns null if not found else the requested animation range
  27495. */
  27496. getAnimationRange(name: string): Nullable<AnimationRange>;
  27497. /**
  27498. * Gets the list of all animation ranges defined on this node
  27499. * @returns an array
  27500. */
  27501. getAnimationRanges(): Nullable<AnimationRange>[];
  27502. /**
  27503. * Will start the animation sequence
  27504. * @param name defines the range frames for animation sequence
  27505. * @param loop defines if the animation should loop (false by default)
  27506. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27507. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27508. * @returns the object created for this animation. If range does not exist, it will return null
  27509. */
  27510. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27511. /**
  27512. * Serialize animation ranges into a JSON compatible object
  27513. * @returns serialization object
  27514. */
  27515. serializeAnimationRanges(): any;
  27516. /**
  27517. * Computes the world matrix of the node
  27518. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27519. * @returns the world matrix
  27520. */
  27521. computeWorldMatrix(force?: boolean): Matrix;
  27522. /**
  27523. * Releases resources associated with this node.
  27524. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27525. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27526. */
  27527. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27528. /**
  27529. * Parse animation range data from a serialization object and store them into a given node
  27530. * @param node defines where to store the animation ranges
  27531. * @param parsedNode defines the serialization object to read data from
  27532. * @param scene defines the hosting scene
  27533. */
  27534. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27535. /**
  27536. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27537. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27538. * @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
  27539. * @returns the new bounding vectors
  27540. */
  27541. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27542. min: Vector3;
  27543. max: Vector3;
  27544. };
  27545. }
  27546. }
  27547. declare module "babylonjs/Animations/animation" {
  27548. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27549. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27550. import { Color3 } from "babylonjs/Maths/math.color";
  27551. import { Nullable } from "babylonjs/types";
  27552. import { Scene } from "babylonjs/scene";
  27553. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27554. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27555. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27556. import { Node } from "babylonjs/node";
  27557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27558. import { Size } from "babylonjs/Maths/math.size";
  27559. import { Animatable } from "babylonjs/Animations/animatable";
  27560. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27561. /**
  27562. * @hidden
  27563. */
  27564. export class _IAnimationState {
  27565. key: number;
  27566. repeatCount: number;
  27567. workValue?: any;
  27568. loopMode?: number;
  27569. offsetValue?: any;
  27570. highLimitValue?: any;
  27571. }
  27572. /**
  27573. * Class used to store any kind of animation
  27574. */
  27575. export class Animation {
  27576. /**Name of the animation */
  27577. name: string;
  27578. /**Property to animate */
  27579. targetProperty: string;
  27580. /**The frames per second of the animation */
  27581. framePerSecond: number;
  27582. /**The data type of the animation */
  27583. dataType: number;
  27584. /**The loop mode of the animation */
  27585. loopMode?: number | undefined;
  27586. /**Specifies if blending should be enabled */
  27587. enableBlending?: boolean | undefined;
  27588. /**
  27589. * Use matrix interpolation instead of using direct key value when animating matrices
  27590. */
  27591. static AllowMatricesInterpolation: boolean;
  27592. /**
  27593. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27594. */
  27595. static AllowMatrixDecomposeForInterpolation: boolean;
  27596. /**
  27597. * Stores the key frames of the animation
  27598. */
  27599. private _keys;
  27600. /**
  27601. * Stores the easing function of the animation
  27602. */
  27603. private _easingFunction;
  27604. /**
  27605. * @hidden Internal use only
  27606. */
  27607. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27608. /**
  27609. * The set of event that will be linked to this animation
  27610. */
  27611. private _events;
  27612. /**
  27613. * Stores an array of target property paths
  27614. */
  27615. targetPropertyPath: string[];
  27616. /**
  27617. * Stores the blending speed of the animation
  27618. */
  27619. blendingSpeed: number;
  27620. /**
  27621. * Stores the animation ranges for the animation
  27622. */
  27623. private _ranges;
  27624. /**
  27625. * @hidden Internal use
  27626. */
  27627. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27628. /**
  27629. * Sets up an animation
  27630. * @param property The property to animate
  27631. * @param animationType The animation type to apply
  27632. * @param framePerSecond The frames per second of the animation
  27633. * @param easingFunction The easing function used in the animation
  27634. * @returns The created animation
  27635. */
  27636. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27637. /**
  27638. * Create and start an animation on a node
  27639. * @param name defines the name of the global animation that will be run on all nodes
  27640. * @param node defines the root node where the animation will take place
  27641. * @param targetProperty defines property to animate
  27642. * @param framePerSecond defines the number of frame per second yo use
  27643. * @param totalFrame defines the number of frames in total
  27644. * @param from defines the initial value
  27645. * @param to defines the final value
  27646. * @param loopMode defines which loop mode you want to use (off by default)
  27647. * @param easingFunction defines the easing function to use (linear by default)
  27648. * @param onAnimationEnd defines the callback to call when animation end
  27649. * @returns the animatable created for this animation
  27650. */
  27651. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27652. /**
  27653. * Create and start an animation on a node and its descendants
  27654. * @param name defines the name of the global animation that will be run on all nodes
  27655. * @param node defines the root node where the animation will take place
  27656. * @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
  27657. * @param targetProperty defines property to animate
  27658. * @param framePerSecond defines the number of frame per second to use
  27659. * @param totalFrame defines the number of frames in total
  27660. * @param from defines the initial value
  27661. * @param to defines the final value
  27662. * @param loopMode defines which loop mode you want to use (off by default)
  27663. * @param easingFunction defines the easing function to use (linear by default)
  27664. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27665. * @returns the list of animatables created for all nodes
  27666. * @example https://www.babylonjs-playground.com/#MH0VLI
  27667. */
  27668. 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[]>;
  27669. /**
  27670. * Creates a new animation, merges it with the existing animations and starts it
  27671. * @param name Name of the animation
  27672. * @param node Node which contains the scene that begins the animations
  27673. * @param targetProperty Specifies which property to animate
  27674. * @param framePerSecond The frames per second of the animation
  27675. * @param totalFrame The total number of frames
  27676. * @param from The frame at the beginning of the animation
  27677. * @param to The frame at the end of the animation
  27678. * @param loopMode Specifies the loop mode of the animation
  27679. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27680. * @param onAnimationEnd Callback to run once the animation is complete
  27681. * @returns Nullable animation
  27682. */
  27683. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27684. /**
  27685. * Transition property of an host to the target Value
  27686. * @param property The property to transition
  27687. * @param targetValue The target Value of the property
  27688. * @param host The object where the property to animate belongs
  27689. * @param scene Scene used to run the animation
  27690. * @param frameRate Framerate (in frame/s) to use
  27691. * @param transition The transition type we want to use
  27692. * @param duration The duration of the animation, in milliseconds
  27693. * @param onAnimationEnd Callback trigger at the end of the animation
  27694. * @returns Nullable animation
  27695. */
  27696. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27697. /**
  27698. * Return the array of runtime animations currently using this animation
  27699. */
  27700. readonly runtimeAnimations: RuntimeAnimation[];
  27701. /**
  27702. * Specifies if any of the runtime animations are currently running
  27703. */
  27704. readonly hasRunningRuntimeAnimations: boolean;
  27705. /**
  27706. * Initializes the animation
  27707. * @param name Name of the animation
  27708. * @param targetProperty Property to animate
  27709. * @param framePerSecond The frames per second of the animation
  27710. * @param dataType The data type of the animation
  27711. * @param loopMode The loop mode of the animation
  27712. * @param enableBlending Specifies if blending should be enabled
  27713. */
  27714. constructor(
  27715. /**Name of the animation */
  27716. name: string,
  27717. /**Property to animate */
  27718. targetProperty: string,
  27719. /**The frames per second of the animation */
  27720. framePerSecond: number,
  27721. /**The data type of the animation */
  27722. dataType: number,
  27723. /**The loop mode of the animation */
  27724. loopMode?: number | undefined,
  27725. /**Specifies if blending should be enabled */
  27726. enableBlending?: boolean | undefined);
  27727. /**
  27728. * Converts the animation to a string
  27729. * @param fullDetails support for multiple levels of logging within scene loading
  27730. * @returns String form of the animation
  27731. */
  27732. toString(fullDetails?: boolean): string;
  27733. /**
  27734. * Add an event to this animation
  27735. * @param event Event to add
  27736. */
  27737. addEvent(event: AnimationEvent): void;
  27738. /**
  27739. * Remove all events found at the given frame
  27740. * @param frame The frame to remove events from
  27741. */
  27742. removeEvents(frame: number): void;
  27743. /**
  27744. * Retrieves all the events from the animation
  27745. * @returns Events from the animation
  27746. */
  27747. getEvents(): AnimationEvent[];
  27748. /**
  27749. * Creates an animation range
  27750. * @param name Name of the animation range
  27751. * @param from Starting frame of the animation range
  27752. * @param to Ending frame of the animation
  27753. */
  27754. createRange(name: string, from: number, to: number): void;
  27755. /**
  27756. * Deletes an animation range by name
  27757. * @param name Name of the animation range to delete
  27758. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27759. */
  27760. deleteRange(name: string, deleteFrames?: boolean): void;
  27761. /**
  27762. * Gets the animation range by name, or null if not defined
  27763. * @param name Name of the animation range
  27764. * @returns Nullable animation range
  27765. */
  27766. getRange(name: string): Nullable<AnimationRange>;
  27767. /**
  27768. * Gets the key frames from the animation
  27769. * @returns The key frames of the animation
  27770. */
  27771. getKeys(): Array<IAnimationKey>;
  27772. /**
  27773. * Gets the highest frame rate of the animation
  27774. * @returns Highest frame rate of the animation
  27775. */
  27776. getHighestFrame(): number;
  27777. /**
  27778. * Gets the easing function of the animation
  27779. * @returns Easing function of the animation
  27780. */
  27781. getEasingFunction(): IEasingFunction;
  27782. /**
  27783. * Sets the easing function of the animation
  27784. * @param easingFunction A custom mathematical formula for animation
  27785. */
  27786. setEasingFunction(easingFunction: EasingFunction): void;
  27787. /**
  27788. * Interpolates a scalar linearly
  27789. * @param startValue Start value of the animation curve
  27790. * @param endValue End value of the animation curve
  27791. * @param gradient Scalar amount to interpolate
  27792. * @returns Interpolated scalar value
  27793. */
  27794. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27795. /**
  27796. * Interpolates a scalar cubically
  27797. * @param startValue Start value of the animation curve
  27798. * @param outTangent End tangent of the animation
  27799. * @param endValue End value of the animation curve
  27800. * @param inTangent Start tangent of the animation curve
  27801. * @param gradient Scalar amount to interpolate
  27802. * @returns Interpolated scalar value
  27803. */
  27804. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27805. /**
  27806. * Interpolates a quaternion using a spherical linear interpolation
  27807. * @param startValue Start value of the animation curve
  27808. * @param endValue End value of the animation curve
  27809. * @param gradient Scalar amount to interpolate
  27810. * @returns Interpolated quaternion value
  27811. */
  27812. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27813. /**
  27814. * Interpolates a quaternion cubically
  27815. * @param startValue Start value of the animation curve
  27816. * @param outTangent End tangent of the animation curve
  27817. * @param endValue End value of the animation curve
  27818. * @param inTangent Start tangent of the animation curve
  27819. * @param gradient Scalar amount to interpolate
  27820. * @returns Interpolated quaternion value
  27821. */
  27822. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27823. /**
  27824. * Interpolates a Vector3 linearl
  27825. * @param startValue Start value of the animation curve
  27826. * @param endValue End value of the animation curve
  27827. * @param gradient Scalar amount to interpolate
  27828. * @returns Interpolated scalar value
  27829. */
  27830. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27831. /**
  27832. * Interpolates a Vector3 cubically
  27833. * @param startValue Start value of the animation curve
  27834. * @param outTangent End tangent of the animation
  27835. * @param endValue End value of the animation curve
  27836. * @param inTangent Start tangent of the animation curve
  27837. * @param gradient Scalar amount to interpolate
  27838. * @returns InterpolatedVector3 value
  27839. */
  27840. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27841. /**
  27842. * Interpolates a Vector2 linearly
  27843. * @param startValue Start value of the animation curve
  27844. * @param endValue End value of the animation curve
  27845. * @param gradient Scalar amount to interpolate
  27846. * @returns Interpolated Vector2 value
  27847. */
  27848. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27849. /**
  27850. * Interpolates a Vector2 cubically
  27851. * @param startValue Start value of the animation curve
  27852. * @param outTangent End tangent of the animation
  27853. * @param endValue End value of the animation curve
  27854. * @param inTangent Start tangent of the animation curve
  27855. * @param gradient Scalar amount to interpolate
  27856. * @returns Interpolated Vector2 value
  27857. */
  27858. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27859. /**
  27860. * Interpolates a size linearly
  27861. * @param startValue Start value of the animation curve
  27862. * @param endValue End value of the animation curve
  27863. * @param gradient Scalar amount to interpolate
  27864. * @returns Interpolated Size value
  27865. */
  27866. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27867. /**
  27868. * Interpolates a Color3 linearly
  27869. * @param startValue Start value of the animation curve
  27870. * @param endValue End value of the animation curve
  27871. * @param gradient Scalar amount to interpolate
  27872. * @returns Interpolated Color3 value
  27873. */
  27874. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27875. /**
  27876. * @hidden Internal use only
  27877. */
  27878. _getKeyValue(value: any): any;
  27879. /**
  27880. * @hidden Internal use only
  27881. */
  27882. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27883. /**
  27884. * Defines the function to use to interpolate matrices
  27885. * @param startValue defines the start matrix
  27886. * @param endValue defines the end matrix
  27887. * @param gradient defines the gradient between both matrices
  27888. * @param result defines an optional target matrix where to store the interpolation
  27889. * @returns the interpolated matrix
  27890. */
  27891. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27892. /**
  27893. * Makes a copy of the animation
  27894. * @returns Cloned animation
  27895. */
  27896. clone(): Animation;
  27897. /**
  27898. * Sets the key frames of the animation
  27899. * @param values The animation key frames to set
  27900. */
  27901. setKeys(values: Array<IAnimationKey>): void;
  27902. /**
  27903. * Serializes the animation to an object
  27904. * @returns Serialized object
  27905. */
  27906. serialize(): any;
  27907. /**
  27908. * Float animation type
  27909. */
  27910. private static _ANIMATIONTYPE_FLOAT;
  27911. /**
  27912. * Vector3 animation type
  27913. */
  27914. private static _ANIMATIONTYPE_VECTOR3;
  27915. /**
  27916. * Quaternion animation type
  27917. */
  27918. private static _ANIMATIONTYPE_QUATERNION;
  27919. /**
  27920. * Matrix animation type
  27921. */
  27922. private static _ANIMATIONTYPE_MATRIX;
  27923. /**
  27924. * Color3 animation type
  27925. */
  27926. private static _ANIMATIONTYPE_COLOR3;
  27927. /**
  27928. * Vector2 animation type
  27929. */
  27930. private static _ANIMATIONTYPE_VECTOR2;
  27931. /**
  27932. * Size animation type
  27933. */
  27934. private static _ANIMATIONTYPE_SIZE;
  27935. /**
  27936. * Relative Loop Mode
  27937. */
  27938. private static _ANIMATIONLOOPMODE_RELATIVE;
  27939. /**
  27940. * Cycle Loop Mode
  27941. */
  27942. private static _ANIMATIONLOOPMODE_CYCLE;
  27943. /**
  27944. * Constant Loop Mode
  27945. */
  27946. private static _ANIMATIONLOOPMODE_CONSTANT;
  27947. /**
  27948. * Get the float animation type
  27949. */
  27950. static readonly ANIMATIONTYPE_FLOAT: number;
  27951. /**
  27952. * Get the Vector3 animation type
  27953. */
  27954. static readonly ANIMATIONTYPE_VECTOR3: number;
  27955. /**
  27956. * Get the Vector2 animation type
  27957. */
  27958. static readonly ANIMATIONTYPE_VECTOR2: number;
  27959. /**
  27960. * Get the Size animation type
  27961. */
  27962. static readonly ANIMATIONTYPE_SIZE: number;
  27963. /**
  27964. * Get the Quaternion animation type
  27965. */
  27966. static readonly ANIMATIONTYPE_QUATERNION: number;
  27967. /**
  27968. * Get the Matrix animation type
  27969. */
  27970. static readonly ANIMATIONTYPE_MATRIX: number;
  27971. /**
  27972. * Get the Color3 animation type
  27973. */
  27974. static readonly ANIMATIONTYPE_COLOR3: number;
  27975. /**
  27976. * Get the Relative Loop Mode
  27977. */
  27978. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27979. /**
  27980. * Get the Cycle Loop Mode
  27981. */
  27982. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  27983. /**
  27984. * Get the Constant Loop Mode
  27985. */
  27986. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  27987. /** @hidden */
  27988. static _UniversalLerp(left: any, right: any, amount: number): any;
  27989. /**
  27990. * Parses an animation object and creates an animation
  27991. * @param parsedAnimation Parsed animation object
  27992. * @returns Animation object
  27993. */
  27994. static Parse(parsedAnimation: any): Animation;
  27995. /**
  27996. * Appends the serialized animations from the source animations
  27997. * @param source Source containing the animations
  27998. * @param destination Target to store the animations
  27999. */
  28000. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28001. }
  28002. }
  28003. declare module "babylonjs/Animations/animatable.interface" {
  28004. import { Nullable } from "babylonjs/types";
  28005. import { Animation } from "babylonjs/Animations/animation";
  28006. /**
  28007. * Interface containing an array of animations
  28008. */
  28009. export interface IAnimatable {
  28010. /**
  28011. * Array of animations
  28012. */
  28013. animations: Nullable<Array<Animation>>;
  28014. }
  28015. }
  28016. declare module "babylonjs/Materials/fresnelParameters" {
  28017. import { Color3 } from "babylonjs/Maths/math.color";
  28018. /**
  28019. * This represents all the required information to add a fresnel effect on a material:
  28020. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28021. */
  28022. export class FresnelParameters {
  28023. private _isEnabled;
  28024. /**
  28025. * Define if the fresnel effect is enable or not.
  28026. */
  28027. isEnabled: boolean;
  28028. /**
  28029. * Define the color used on edges (grazing angle)
  28030. */
  28031. leftColor: Color3;
  28032. /**
  28033. * Define the color used on center
  28034. */
  28035. rightColor: Color3;
  28036. /**
  28037. * Define bias applied to computed fresnel term
  28038. */
  28039. bias: number;
  28040. /**
  28041. * Defined the power exponent applied to fresnel term
  28042. */
  28043. power: number;
  28044. /**
  28045. * Clones the current fresnel and its valuues
  28046. * @returns a clone fresnel configuration
  28047. */
  28048. clone(): FresnelParameters;
  28049. /**
  28050. * Serializes the current fresnel parameters to a JSON representation.
  28051. * @return the JSON serialization
  28052. */
  28053. serialize(): any;
  28054. /**
  28055. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28056. * @param parsedFresnelParameters Define the JSON representation
  28057. * @returns the parsed parameters
  28058. */
  28059. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28060. }
  28061. }
  28062. declare module "babylonjs/Misc/decorators" {
  28063. import { Nullable } from "babylonjs/types";
  28064. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28065. import { Scene } from "babylonjs/scene";
  28066. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28067. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28068. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28069. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28070. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28071. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28072. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28073. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28074. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28075. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28076. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28077. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28078. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28079. /**
  28080. * Decorator used to define property that can be serialized as reference to a camera
  28081. * @param sourceName defines the name of the property to decorate
  28082. */
  28083. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28084. /**
  28085. * Class used to help serialization objects
  28086. */
  28087. export class SerializationHelper {
  28088. /** @hidden */
  28089. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28090. /** @hidden */
  28091. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28092. /** @hidden */
  28093. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28094. /** @hidden */
  28095. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28096. /**
  28097. * Appends the serialized animations from the source animations
  28098. * @param source Source containing the animations
  28099. * @param destination Target to store the animations
  28100. */
  28101. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28102. /**
  28103. * Static function used to serialized a specific entity
  28104. * @param entity defines the entity to serialize
  28105. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28106. * @returns a JSON compatible object representing the serialization of the entity
  28107. */
  28108. static Serialize<T>(entity: T, serializationObject?: any): any;
  28109. /**
  28110. * Creates a new entity from a serialization data object
  28111. * @param creationFunction defines a function used to instanciated the new entity
  28112. * @param source defines the source serialization data
  28113. * @param scene defines the hosting scene
  28114. * @param rootUrl defines the root url for resources
  28115. * @returns a new entity
  28116. */
  28117. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28118. /**
  28119. * Clones an object
  28120. * @param creationFunction defines the function used to instanciate the new object
  28121. * @param source defines the source object
  28122. * @returns the cloned object
  28123. */
  28124. static Clone<T>(creationFunction: () => T, source: T): T;
  28125. /**
  28126. * Instanciates a new object based on a source one (some data will be shared between both object)
  28127. * @param creationFunction defines the function used to instanciate the new object
  28128. * @param source defines the source object
  28129. * @returns the new object
  28130. */
  28131. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28132. }
  28133. }
  28134. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28135. import { Nullable } from "babylonjs/types";
  28136. /**
  28137. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28138. */
  28139. export interface CubeMapInfo {
  28140. /**
  28141. * The pixel array for the front face.
  28142. * This is stored in format, left to right, up to down format.
  28143. */
  28144. front: Nullable<ArrayBufferView>;
  28145. /**
  28146. * The pixel array for the back face.
  28147. * This is stored in format, left to right, up to down format.
  28148. */
  28149. back: Nullable<ArrayBufferView>;
  28150. /**
  28151. * The pixel array for the left face.
  28152. * This is stored in format, left to right, up to down format.
  28153. */
  28154. left: Nullable<ArrayBufferView>;
  28155. /**
  28156. * The pixel array for the right face.
  28157. * This is stored in format, left to right, up to down format.
  28158. */
  28159. right: Nullable<ArrayBufferView>;
  28160. /**
  28161. * The pixel array for the up face.
  28162. * This is stored in format, left to right, up to down format.
  28163. */
  28164. up: Nullable<ArrayBufferView>;
  28165. /**
  28166. * The pixel array for the down face.
  28167. * This is stored in format, left to right, up to down format.
  28168. */
  28169. down: Nullable<ArrayBufferView>;
  28170. /**
  28171. * The size of the cubemap stored.
  28172. *
  28173. * Each faces will be size * size pixels.
  28174. */
  28175. size: number;
  28176. /**
  28177. * The format of the texture.
  28178. *
  28179. * RGBA, RGB.
  28180. */
  28181. format: number;
  28182. /**
  28183. * The type of the texture data.
  28184. *
  28185. * UNSIGNED_INT, FLOAT.
  28186. */
  28187. type: number;
  28188. /**
  28189. * Specifies whether the texture is in gamma space.
  28190. */
  28191. gammaSpace: boolean;
  28192. }
  28193. /**
  28194. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28195. */
  28196. export class PanoramaToCubeMapTools {
  28197. private static FACE_FRONT;
  28198. private static FACE_BACK;
  28199. private static FACE_RIGHT;
  28200. private static FACE_LEFT;
  28201. private static FACE_DOWN;
  28202. private static FACE_UP;
  28203. /**
  28204. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28205. *
  28206. * @param float32Array The source data.
  28207. * @param inputWidth The width of the input panorama.
  28208. * @param inputHeight The height of the input panorama.
  28209. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28210. * @return The cubemap data
  28211. */
  28212. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28213. private static CreateCubemapTexture;
  28214. private static CalcProjectionSpherical;
  28215. }
  28216. }
  28217. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28218. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28219. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28220. import { Nullable } from "babylonjs/types";
  28221. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28222. /**
  28223. * Helper class dealing with the extraction of spherical polynomial dataArray
  28224. * from a cube map.
  28225. */
  28226. export class CubeMapToSphericalPolynomialTools {
  28227. private static FileFaces;
  28228. /**
  28229. * Converts a texture to the according Spherical Polynomial data.
  28230. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28231. *
  28232. * @param texture The texture to extract the information from.
  28233. * @return The Spherical Polynomial data.
  28234. */
  28235. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28236. /**
  28237. * Converts a cubemap to the according Spherical Polynomial data.
  28238. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28239. *
  28240. * @param cubeInfo The Cube map to extract the information from.
  28241. * @return The Spherical Polynomial data.
  28242. */
  28243. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/guid" {
  28247. /**
  28248. * Class used to manipulate GUIDs
  28249. */
  28250. export class GUID {
  28251. /**
  28252. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28253. * Be aware Math.random() could cause collisions, but:
  28254. * "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"
  28255. * @returns a pseudo random id
  28256. */
  28257. static RandomId(): string;
  28258. }
  28259. }
  28260. declare module "babylonjs/Materials/Textures/baseTexture" {
  28261. import { Observable } from "babylonjs/Misc/observable";
  28262. import { Nullable } from "babylonjs/types";
  28263. import { Scene } from "babylonjs/scene";
  28264. import { Matrix } from "babylonjs/Maths/math.vector";
  28265. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28266. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28268. import { ISize } from "babylonjs/Maths/math.size";
  28269. /**
  28270. * Base class of all the textures in babylon.
  28271. * It groups all the common properties the materials, post process, lights... might need
  28272. * in order to make a correct use of the texture.
  28273. */
  28274. export class BaseTexture implements IAnimatable {
  28275. /**
  28276. * Default anisotropic filtering level for the application.
  28277. * It is set to 4 as a good tradeoff between perf and quality.
  28278. */
  28279. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28280. /**
  28281. * Gets or sets the unique id of the texture
  28282. */
  28283. uniqueId: number;
  28284. /**
  28285. * Define the name of the texture.
  28286. */
  28287. name: string;
  28288. /**
  28289. * Gets or sets an object used to store user defined information.
  28290. */
  28291. metadata: any;
  28292. /**
  28293. * For internal use only. Please do not use.
  28294. */
  28295. reservedDataStore: any;
  28296. private _hasAlpha;
  28297. /**
  28298. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28299. */
  28300. hasAlpha: boolean;
  28301. /**
  28302. * Defines if the alpha value should be determined via the rgb values.
  28303. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28304. */
  28305. getAlphaFromRGB: boolean;
  28306. /**
  28307. * Intensity or strength of the texture.
  28308. * It is commonly used by materials to fine tune the intensity of the texture
  28309. */
  28310. level: number;
  28311. /**
  28312. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28313. * This is part of the texture as textures usually maps to one uv set.
  28314. */
  28315. coordinatesIndex: number;
  28316. private _coordinatesMode;
  28317. /**
  28318. * How a texture is mapped.
  28319. *
  28320. * | Value | Type | Description |
  28321. * | ----- | ----------------------------------- | ----------- |
  28322. * | 0 | EXPLICIT_MODE | |
  28323. * | 1 | SPHERICAL_MODE | |
  28324. * | 2 | PLANAR_MODE | |
  28325. * | 3 | CUBIC_MODE | |
  28326. * | 4 | PROJECTION_MODE | |
  28327. * | 5 | SKYBOX_MODE | |
  28328. * | 6 | INVCUBIC_MODE | |
  28329. * | 7 | EQUIRECTANGULAR_MODE | |
  28330. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28331. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28332. */
  28333. coordinatesMode: number;
  28334. /**
  28335. * | Value | Type | Description |
  28336. * | ----- | ------------------ | ----------- |
  28337. * | 0 | CLAMP_ADDRESSMODE | |
  28338. * | 1 | WRAP_ADDRESSMODE | |
  28339. * | 2 | MIRROR_ADDRESSMODE | |
  28340. */
  28341. wrapU: number;
  28342. /**
  28343. * | Value | Type | Description |
  28344. * | ----- | ------------------ | ----------- |
  28345. * | 0 | CLAMP_ADDRESSMODE | |
  28346. * | 1 | WRAP_ADDRESSMODE | |
  28347. * | 2 | MIRROR_ADDRESSMODE | |
  28348. */
  28349. wrapV: number;
  28350. /**
  28351. * | Value | Type | Description |
  28352. * | ----- | ------------------ | ----------- |
  28353. * | 0 | CLAMP_ADDRESSMODE | |
  28354. * | 1 | WRAP_ADDRESSMODE | |
  28355. * | 2 | MIRROR_ADDRESSMODE | |
  28356. */
  28357. wrapR: number;
  28358. /**
  28359. * With compliant hardware and browser (supporting anisotropic filtering)
  28360. * this defines the level of anisotropic filtering in the texture.
  28361. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28362. */
  28363. anisotropicFilteringLevel: number;
  28364. /**
  28365. * Define if the texture is a cube texture or if false a 2d texture.
  28366. */
  28367. isCube: boolean;
  28368. /**
  28369. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28370. */
  28371. is3D: boolean;
  28372. /**
  28373. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28374. * HDR texture are usually stored in linear space.
  28375. * This only impacts the PBR and Background materials
  28376. */
  28377. gammaSpace: boolean;
  28378. /**
  28379. * Gets whether or not the texture contains RGBD data.
  28380. */
  28381. readonly isRGBD: boolean;
  28382. /**
  28383. * Is Z inverted in the texture (useful in a cube texture).
  28384. */
  28385. invertZ: boolean;
  28386. /**
  28387. * Are mip maps generated for this texture or not.
  28388. */
  28389. readonly noMipmap: boolean;
  28390. /**
  28391. * @hidden
  28392. */
  28393. lodLevelInAlpha: boolean;
  28394. /**
  28395. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28396. */
  28397. lodGenerationOffset: number;
  28398. /**
  28399. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28400. */
  28401. lodGenerationScale: number;
  28402. /**
  28403. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28404. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28405. * average roughness values.
  28406. */
  28407. linearSpecularLOD: boolean;
  28408. /**
  28409. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28410. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28411. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28412. */
  28413. irradianceTexture: Nullable<BaseTexture>;
  28414. /**
  28415. * Define if the texture is a render target.
  28416. */
  28417. isRenderTarget: boolean;
  28418. /**
  28419. * Define the unique id of the texture in the scene.
  28420. */
  28421. readonly uid: string;
  28422. /**
  28423. * Return a string representation of the texture.
  28424. * @returns the texture as a string
  28425. */
  28426. toString(): string;
  28427. /**
  28428. * Get the class name of the texture.
  28429. * @returns "BaseTexture"
  28430. */
  28431. getClassName(): string;
  28432. /**
  28433. * Define the list of animation attached to the texture.
  28434. */
  28435. animations: import("babylonjs/Animations/animation").Animation[];
  28436. /**
  28437. * An event triggered when the texture is disposed.
  28438. */
  28439. onDisposeObservable: Observable<BaseTexture>;
  28440. private _onDisposeObserver;
  28441. /**
  28442. * Callback triggered when the texture has been disposed.
  28443. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28444. */
  28445. onDispose: () => void;
  28446. /**
  28447. * Define the current state of the loading sequence when in delayed load mode.
  28448. */
  28449. delayLoadState: number;
  28450. private _scene;
  28451. /** @hidden */
  28452. _texture: Nullable<InternalTexture>;
  28453. private _uid;
  28454. /**
  28455. * Define if the texture is preventinga material to render or not.
  28456. * If not and the texture is not ready, the engine will use a default black texture instead.
  28457. */
  28458. readonly isBlocking: boolean;
  28459. /**
  28460. * Instantiates a new BaseTexture.
  28461. * Base class of all the textures in babylon.
  28462. * It groups all the common properties the materials, post process, lights... might need
  28463. * in order to make a correct use of the texture.
  28464. * @param scene Define the scene the texture blongs to
  28465. */
  28466. constructor(scene: Nullable<Scene>);
  28467. /**
  28468. * Get the scene the texture belongs to.
  28469. * @returns the scene or null if undefined
  28470. */
  28471. getScene(): Nullable<Scene>;
  28472. /**
  28473. * Get the texture transform matrix used to offset tile the texture for istance.
  28474. * @returns the transformation matrix
  28475. */
  28476. getTextureMatrix(): Matrix;
  28477. /**
  28478. * Get the texture reflection matrix used to rotate/transform the reflection.
  28479. * @returns the reflection matrix
  28480. */
  28481. getReflectionTextureMatrix(): Matrix;
  28482. /**
  28483. * Get the underlying lower level texture from Babylon.
  28484. * @returns the insternal texture
  28485. */
  28486. getInternalTexture(): Nullable<InternalTexture>;
  28487. /**
  28488. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28489. * @returns true if ready or not blocking
  28490. */
  28491. isReadyOrNotBlocking(): boolean;
  28492. /**
  28493. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28494. * @returns true if fully ready
  28495. */
  28496. isReady(): boolean;
  28497. private _cachedSize;
  28498. /**
  28499. * Get the size of the texture.
  28500. * @returns the texture size.
  28501. */
  28502. getSize(): ISize;
  28503. /**
  28504. * Get the base size of the texture.
  28505. * It can be different from the size if the texture has been resized for POT for instance
  28506. * @returns the base size
  28507. */
  28508. getBaseSize(): ISize;
  28509. /**
  28510. * Update the sampling mode of the texture.
  28511. * Default is Trilinear mode.
  28512. *
  28513. * | Value | Type | Description |
  28514. * | ----- | ------------------ | ----------- |
  28515. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28516. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28517. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28518. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28519. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28520. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28521. * | 7 | NEAREST_LINEAR | |
  28522. * | 8 | NEAREST_NEAREST | |
  28523. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28524. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28525. * | 11 | LINEAR_LINEAR | |
  28526. * | 12 | LINEAR_NEAREST | |
  28527. *
  28528. * > _mag_: magnification filter (close to the viewer)
  28529. * > _min_: minification filter (far from the viewer)
  28530. * > _mip_: filter used between mip map levels
  28531. *@param samplingMode Define the new sampling mode of the texture
  28532. */
  28533. updateSamplingMode(samplingMode: number): void;
  28534. /**
  28535. * Scales the texture if is `canRescale()`
  28536. * @param ratio the resize factor we want to use to rescale
  28537. */
  28538. scale(ratio: number): void;
  28539. /**
  28540. * Get if the texture can rescale.
  28541. */
  28542. readonly canRescale: boolean;
  28543. /** @hidden */
  28544. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28545. /** @hidden */
  28546. _rebuild(): void;
  28547. /**
  28548. * Triggers the load sequence in delayed load mode.
  28549. */
  28550. delayLoad(): void;
  28551. /**
  28552. * Clones the texture.
  28553. * @returns the cloned texture
  28554. */
  28555. clone(): Nullable<BaseTexture>;
  28556. /**
  28557. * Get the texture underlying type (INT, FLOAT...)
  28558. */
  28559. readonly textureType: number;
  28560. /**
  28561. * Get the texture underlying format (RGB, RGBA...)
  28562. */
  28563. readonly textureFormat: number;
  28564. /**
  28565. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28566. * This will returns an RGBA array buffer containing either in values (0-255) or
  28567. * float values (0-1) depending of the underlying buffer type.
  28568. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28569. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28570. * @param buffer defines a user defined buffer to fill with data (can be null)
  28571. * @returns The Array buffer containing the pixels data.
  28572. */
  28573. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28574. /**
  28575. * Release and destroy the underlying lower level texture aka internalTexture.
  28576. */
  28577. releaseInternalTexture(): void;
  28578. /**
  28579. * Get the polynomial representation of the texture data.
  28580. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28581. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28582. */
  28583. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28584. /** @hidden */
  28585. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28586. /** @hidden */
  28587. readonly _lodTextureMid: Nullable<BaseTexture>;
  28588. /** @hidden */
  28589. readonly _lodTextureLow: Nullable<BaseTexture>;
  28590. /**
  28591. * Dispose the texture and release its associated resources.
  28592. */
  28593. dispose(): void;
  28594. /**
  28595. * Serialize the texture into a JSON representation that can be parsed later on.
  28596. * @returns the JSON representation of the texture
  28597. */
  28598. serialize(): any;
  28599. /**
  28600. * Helper function to be called back once a list of texture contains only ready textures.
  28601. * @param textures Define the list of textures to wait for
  28602. * @param callback Define the callback triggered once the entire list will be ready
  28603. */
  28604. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28605. }
  28606. }
  28607. declare module "babylonjs/Materials/Textures/internalTexture" {
  28608. import { Observable } from "babylonjs/Misc/observable";
  28609. import { Nullable, int } from "babylonjs/types";
  28610. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28611. import { Engine } from "babylonjs/Engines/engine";
  28612. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28613. /**
  28614. * Class used to store data associated with WebGL texture data for the engine
  28615. * This class should not be used directly
  28616. */
  28617. export class InternalTexture {
  28618. /** @hidden */
  28619. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28620. /**
  28621. * The source of the texture data is unknown
  28622. */
  28623. static DATASOURCE_UNKNOWN: number;
  28624. /**
  28625. * Texture data comes from an URL
  28626. */
  28627. static DATASOURCE_URL: number;
  28628. /**
  28629. * Texture data is only used for temporary storage
  28630. */
  28631. static DATASOURCE_TEMP: number;
  28632. /**
  28633. * Texture data comes from raw data (ArrayBuffer)
  28634. */
  28635. static DATASOURCE_RAW: number;
  28636. /**
  28637. * Texture content is dynamic (video or dynamic texture)
  28638. */
  28639. static DATASOURCE_DYNAMIC: number;
  28640. /**
  28641. * Texture content is generated by rendering to it
  28642. */
  28643. static DATASOURCE_RENDERTARGET: number;
  28644. /**
  28645. * Texture content is part of a multi render target process
  28646. */
  28647. static DATASOURCE_MULTIRENDERTARGET: number;
  28648. /**
  28649. * Texture data comes from a cube data file
  28650. */
  28651. static DATASOURCE_CUBE: number;
  28652. /**
  28653. * Texture data comes from a raw cube data
  28654. */
  28655. static DATASOURCE_CUBERAW: number;
  28656. /**
  28657. * Texture data come from a prefiltered cube data file
  28658. */
  28659. static DATASOURCE_CUBEPREFILTERED: number;
  28660. /**
  28661. * Texture content is raw 3D data
  28662. */
  28663. static DATASOURCE_RAW3D: number;
  28664. /**
  28665. * Texture content is a depth texture
  28666. */
  28667. static DATASOURCE_DEPTHTEXTURE: number;
  28668. /**
  28669. * Texture data comes from a raw cube data encoded with RGBD
  28670. */
  28671. static DATASOURCE_CUBERAW_RGBD: number;
  28672. /**
  28673. * Defines if the texture is ready
  28674. */
  28675. isReady: boolean;
  28676. /**
  28677. * Defines if the texture is a cube texture
  28678. */
  28679. isCube: boolean;
  28680. /**
  28681. * Defines if the texture contains 3D data
  28682. */
  28683. is3D: boolean;
  28684. /**
  28685. * Defines if the texture contains multiview data
  28686. */
  28687. isMultiview: boolean;
  28688. /**
  28689. * Gets the URL used to load this texture
  28690. */
  28691. url: string;
  28692. /**
  28693. * Gets the sampling mode of the texture
  28694. */
  28695. samplingMode: number;
  28696. /**
  28697. * Gets a boolean indicating if the texture needs mipmaps generation
  28698. */
  28699. generateMipMaps: boolean;
  28700. /**
  28701. * Gets the number of samples used by the texture (WebGL2+ only)
  28702. */
  28703. samples: number;
  28704. /**
  28705. * Gets the type of the texture (int, float...)
  28706. */
  28707. type: number;
  28708. /**
  28709. * Gets the format of the texture (RGB, RGBA...)
  28710. */
  28711. format: number;
  28712. /**
  28713. * Observable called when the texture is loaded
  28714. */
  28715. onLoadedObservable: Observable<InternalTexture>;
  28716. /**
  28717. * Gets the width of the texture
  28718. */
  28719. width: number;
  28720. /**
  28721. * Gets the height of the texture
  28722. */
  28723. height: number;
  28724. /**
  28725. * Gets the depth of the texture
  28726. */
  28727. depth: number;
  28728. /**
  28729. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28730. */
  28731. baseWidth: number;
  28732. /**
  28733. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28734. */
  28735. baseHeight: number;
  28736. /**
  28737. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28738. */
  28739. baseDepth: number;
  28740. /**
  28741. * Gets a boolean indicating if the texture is inverted on Y axis
  28742. */
  28743. invertY: boolean;
  28744. /** @hidden */
  28745. _invertVScale: boolean;
  28746. /** @hidden */
  28747. _associatedChannel: number;
  28748. /** @hidden */
  28749. _dataSource: number;
  28750. /** @hidden */
  28751. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28752. /** @hidden */
  28753. _bufferView: Nullable<ArrayBufferView>;
  28754. /** @hidden */
  28755. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28756. /** @hidden */
  28757. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28758. /** @hidden */
  28759. _size: number;
  28760. /** @hidden */
  28761. _extension: string;
  28762. /** @hidden */
  28763. _files: Nullable<string[]>;
  28764. /** @hidden */
  28765. _workingCanvas: Nullable<HTMLCanvasElement>;
  28766. /** @hidden */
  28767. _workingContext: Nullable<CanvasRenderingContext2D>;
  28768. /** @hidden */
  28769. _framebuffer: Nullable<WebGLFramebuffer>;
  28770. /** @hidden */
  28771. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28772. /** @hidden */
  28773. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28774. /** @hidden */
  28775. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28776. /** @hidden */
  28777. _attachments: Nullable<number[]>;
  28778. /** @hidden */
  28779. _cachedCoordinatesMode: Nullable<number>;
  28780. /** @hidden */
  28781. _cachedWrapU: Nullable<number>;
  28782. /** @hidden */
  28783. _cachedWrapV: Nullable<number>;
  28784. /** @hidden */
  28785. _cachedWrapR: Nullable<number>;
  28786. /** @hidden */
  28787. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28788. /** @hidden */
  28789. _isDisabled: boolean;
  28790. /** @hidden */
  28791. _compression: Nullable<string>;
  28792. /** @hidden */
  28793. _generateStencilBuffer: boolean;
  28794. /** @hidden */
  28795. _generateDepthBuffer: boolean;
  28796. /** @hidden */
  28797. _comparisonFunction: number;
  28798. /** @hidden */
  28799. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28800. /** @hidden */
  28801. _lodGenerationScale: number;
  28802. /** @hidden */
  28803. _lodGenerationOffset: number;
  28804. /** @hidden */
  28805. _colorTextureArray: Nullable<WebGLTexture>;
  28806. /** @hidden */
  28807. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28808. /** @hidden */
  28809. _lodTextureHigh: Nullable<BaseTexture>;
  28810. /** @hidden */
  28811. _lodTextureMid: Nullable<BaseTexture>;
  28812. /** @hidden */
  28813. _lodTextureLow: Nullable<BaseTexture>;
  28814. /** @hidden */
  28815. _isRGBD: boolean;
  28816. /** @hidden */
  28817. _linearSpecularLOD: boolean;
  28818. /** @hidden */
  28819. _irradianceTexture: Nullable<BaseTexture>;
  28820. /** @hidden */
  28821. _webGLTexture: Nullable<WebGLTexture>;
  28822. /** @hidden */
  28823. _references: number;
  28824. private _engine;
  28825. /**
  28826. * Gets the Engine the texture belongs to.
  28827. * @returns The babylon engine
  28828. */
  28829. getEngine(): Engine;
  28830. /**
  28831. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28832. */
  28833. readonly dataSource: number;
  28834. /**
  28835. * Creates a new InternalTexture
  28836. * @param engine defines the engine to use
  28837. * @param dataSource defines the type of data that will be used
  28838. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28839. */
  28840. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28841. /**
  28842. * Increments the number of references (ie. the number of Texture that point to it)
  28843. */
  28844. incrementReferences(): void;
  28845. /**
  28846. * Change the size of the texture (not the size of the content)
  28847. * @param width defines the new width
  28848. * @param height defines the new height
  28849. * @param depth defines the new depth (1 by default)
  28850. */
  28851. updateSize(width: int, height: int, depth?: int): void;
  28852. /** @hidden */
  28853. _rebuild(): void;
  28854. /** @hidden */
  28855. _swapAndDie(target: InternalTexture): void;
  28856. /**
  28857. * Dispose the current allocated resources
  28858. */
  28859. dispose(): void;
  28860. }
  28861. }
  28862. declare module "babylonjs/Materials/effect" {
  28863. import { Observable } from "babylonjs/Misc/observable";
  28864. import { Nullable } from "babylonjs/types";
  28865. import { IDisposable } from "babylonjs/scene";
  28866. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28867. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28868. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28869. import { Engine } from "babylonjs/Engines/engine";
  28870. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28871. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28872. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28873. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28875. /**
  28876. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28877. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28878. */
  28879. export class EffectFallbacks {
  28880. private _defines;
  28881. private _currentRank;
  28882. private _maxRank;
  28883. private _mesh;
  28884. /**
  28885. * Removes the fallback from the bound mesh.
  28886. */
  28887. unBindMesh(): void;
  28888. /**
  28889. * Adds a fallback on the specified property.
  28890. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28891. * @param define The name of the define in the shader
  28892. */
  28893. addFallback(rank: number, define: string): void;
  28894. /**
  28895. * Sets the mesh to use CPU skinning when needing to fallback.
  28896. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28897. * @param mesh The mesh to use the fallbacks.
  28898. */
  28899. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28900. /**
  28901. * Checks to see if more fallbacks are still availible.
  28902. */
  28903. readonly isMoreFallbacks: boolean;
  28904. /**
  28905. * Removes the defines that should be removed when falling back.
  28906. * @param currentDefines defines the current define statements for the shader.
  28907. * @param effect defines the current effect we try to compile
  28908. * @returns The resulting defines with defines of the current rank removed.
  28909. */
  28910. reduce(currentDefines: string, effect: Effect): string;
  28911. }
  28912. /**
  28913. * Options to be used when creating an effect.
  28914. */
  28915. export class EffectCreationOptions {
  28916. /**
  28917. * Atrributes that will be used in the shader.
  28918. */
  28919. attributes: string[];
  28920. /**
  28921. * Uniform varible names that will be set in the shader.
  28922. */
  28923. uniformsNames: string[];
  28924. /**
  28925. * Uniform buffer varible names that will be set in the shader.
  28926. */
  28927. uniformBuffersNames: string[];
  28928. /**
  28929. * Sampler texture variable names that will be set in the shader.
  28930. */
  28931. samplers: string[];
  28932. /**
  28933. * Define statements that will be set in the shader.
  28934. */
  28935. defines: any;
  28936. /**
  28937. * Possible fallbacks for this effect to improve performance when needed.
  28938. */
  28939. fallbacks: Nullable<EffectFallbacks>;
  28940. /**
  28941. * Callback that will be called when the shader is compiled.
  28942. */
  28943. onCompiled: Nullable<(effect: Effect) => void>;
  28944. /**
  28945. * Callback that will be called if an error occurs during shader compilation.
  28946. */
  28947. onError: Nullable<(effect: Effect, errors: string) => void>;
  28948. /**
  28949. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28950. */
  28951. indexParameters: any;
  28952. /**
  28953. * Max number of lights that can be used in the shader.
  28954. */
  28955. maxSimultaneousLights: number;
  28956. /**
  28957. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28958. */
  28959. transformFeedbackVaryings: Nullable<string[]>;
  28960. }
  28961. /**
  28962. * Effect containing vertex and fragment shader that can be executed on an object.
  28963. */
  28964. export class Effect implements IDisposable {
  28965. /**
  28966. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28967. */
  28968. static ShadersRepository: string;
  28969. /**
  28970. * Name of the effect.
  28971. */
  28972. name: any;
  28973. /**
  28974. * String container all the define statements that should be set on the shader.
  28975. */
  28976. defines: string;
  28977. /**
  28978. * Callback that will be called when the shader is compiled.
  28979. */
  28980. onCompiled: Nullable<(effect: Effect) => void>;
  28981. /**
  28982. * Callback that will be called if an error occurs during shader compilation.
  28983. */
  28984. onError: Nullable<(effect: Effect, errors: string) => void>;
  28985. /**
  28986. * Callback that will be called when effect is bound.
  28987. */
  28988. onBind: Nullable<(effect: Effect) => void>;
  28989. /**
  28990. * Unique ID of the effect.
  28991. */
  28992. uniqueId: number;
  28993. /**
  28994. * Observable that will be called when the shader is compiled.
  28995. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  28996. */
  28997. onCompileObservable: Observable<Effect>;
  28998. /**
  28999. * Observable that will be called if an error occurs during shader compilation.
  29000. */
  29001. onErrorObservable: Observable<Effect>;
  29002. /** @hidden */
  29003. _onBindObservable: Nullable<Observable<Effect>>;
  29004. /**
  29005. * Observable that will be called when effect is bound.
  29006. */
  29007. readonly onBindObservable: Observable<Effect>;
  29008. /** @hidden */
  29009. _bonesComputationForcedToCPU: boolean;
  29010. private static _uniqueIdSeed;
  29011. private _engine;
  29012. private _uniformBuffersNames;
  29013. private _uniformsNames;
  29014. private _samplerList;
  29015. private _samplers;
  29016. private _isReady;
  29017. private _compilationError;
  29018. private _attributesNames;
  29019. private _attributes;
  29020. private _uniforms;
  29021. /**
  29022. * Key for the effect.
  29023. * @hidden
  29024. */
  29025. _key: string;
  29026. private _indexParameters;
  29027. private _fallbacks;
  29028. private _vertexSourceCode;
  29029. private _fragmentSourceCode;
  29030. private _vertexSourceCodeOverride;
  29031. private _fragmentSourceCodeOverride;
  29032. private _transformFeedbackVaryings;
  29033. /**
  29034. * Compiled shader to webGL program.
  29035. * @hidden
  29036. */
  29037. _pipelineContext: Nullable<IPipelineContext>;
  29038. private _valueCache;
  29039. private static _baseCache;
  29040. /**
  29041. * Instantiates an effect.
  29042. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29043. * @param baseName Name of the effect.
  29044. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29045. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29046. * @param samplers List of sampler variables that will be passed to the shader.
  29047. * @param engine Engine to be used to render the effect
  29048. * @param defines Define statements to be added to the shader.
  29049. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29050. * @param onCompiled Callback that will be called when the shader is compiled.
  29051. * @param onError Callback that will be called if an error occurs during shader compilation.
  29052. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29053. */
  29054. 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);
  29055. private _useFinalCode;
  29056. /**
  29057. * Unique key for this effect
  29058. */
  29059. readonly key: string;
  29060. /**
  29061. * If the effect has been compiled and prepared.
  29062. * @returns if the effect is compiled and prepared.
  29063. */
  29064. isReady(): boolean;
  29065. /**
  29066. * The engine the effect was initialized with.
  29067. * @returns the engine.
  29068. */
  29069. getEngine(): Engine;
  29070. /**
  29071. * The pipeline context for this effect
  29072. * @returns the associated pipeline context
  29073. */
  29074. getPipelineContext(): Nullable<IPipelineContext>;
  29075. /**
  29076. * The set of names of attribute variables for the shader.
  29077. * @returns An array of attribute names.
  29078. */
  29079. getAttributesNames(): string[];
  29080. /**
  29081. * Returns the attribute at the given index.
  29082. * @param index The index of the attribute.
  29083. * @returns The location of the attribute.
  29084. */
  29085. getAttributeLocation(index: number): number;
  29086. /**
  29087. * Returns the attribute based on the name of the variable.
  29088. * @param name of the attribute to look up.
  29089. * @returns the attribute location.
  29090. */
  29091. getAttributeLocationByName(name: string): number;
  29092. /**
  29093. * The number of attributes.
  29094. * @returns the numnber of attributes.
  29095. */
  29096. getAttributesCount(): number;
  29097. /**
  29098. * Gets the index of a uniform variable.
  29099. * @param uniformName of the uniform to look up.
  29100. * @returns the index.
  29101. */
  29102. getUniformIndex(uniformName: string): number;
  29103. /**
  29104. * Returns the attribute based on the name of the variable.
  29105. * @param uniformName of the uniform to look up.
  29106. * @returns the location of the uniform.
  29107. */
  29108. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29109. /**
  29110. * Returns an array of sampler variable names
  29111. * @returns The array of sampler variable neames.
  29112. */
  29113. getSamplers(): string[];
  29114. /**
  29115. * The error from the last compilation.
  29116. * @returns the error string.
  29117. */
  29118. getCompilationError(): string;
  29119. /**
  29120. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29121. * @param func The callback to be used.
  29122. */
  29123. executeWhenCompiled(func: (effect: Effect) => void): void;
  29124. private _checkIsReady;
  29125. /** @hidden */
  29126. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29127. /** @hidden */
  29128. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29129. /** @hidden */
  29130. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29131. /**
  29132. * Recompiles the webGL program
  29133. * @param vertexSourceCode The source code for the vertex shader.
  29134. * @param fragmentSourceCode The source code for the fragment shader.
  29135. * @param onCompiled Callback called when completed.
  29136. * @param onError Callback called on error.
  29137. * @hidden
  29138. */
  29139. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29140. /**
  29141. * Prepares the effect
  29142. * @hidden
  29143. */
  29144. _prepareEffect(): void;
  29145. /**
  29146. * Checks if the effect is supported. (Must be called after compilation)
  29147. */
  29148. readonly isSupported: boolean;
  29149. /**
  29150. * Binds a texture to the engine to be used as output of the shader.
  29151. * @param channel Name of the output variable.
  29152. * @param texture Texture to bind.
  29153. * @hidden
  29154. */
  29155. _bindTexture(channel: string, texture: InternalTexture): void;
  29156. /**
  29157. * Sets a texture on the engine to be used in the shader.
  29158. * @param channel Name of the sampler variable.
  29159. * @param texture Texture to set.
  29160. */
  29161. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29162. /**
  29163. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29164. * @param channel Name of the sampler variable.
  29165. * @param texture Texture to set.
  29166. */
  29167. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29168. /**
  29169. * Sets an array of textures on the engine to be used in the shader.
  29170. * @param channel Name of the variable.
  29171. * @param textures Textures to set.
  29172. */
  29173. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29174. /**
  29175. * 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)
  29176. * @param channel Name of the sampler variable.
  29177. * @param postProcess Post process to get the input texture from.
  29178. */
  29179. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29180. /**
  29181. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29182. * 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)
  29183. * @param channel Name of the sampler variable.
  29184. * @param postProcess Post process to get the output texture from.
  29185. */
  29186. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29187. /** @hidden */
  29188. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29189. /** @hidden */
  29190. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29191. /** @hidden */
  29192. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29193. /** @hidden */
  29194. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29195. /**
  29196. * Binds a buffer to a uniform.
  29197. * @param buffer Buffer to bind.
  29198. * @param name Name of the uniform variable to bind to.
  29199. */
  29200. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29201. /**
  29202. * Binds block to a uniform.
  29203. * @param blockName Name of the block to bind.
  29204. * @param index Index to bind.
  29205. */
  29206. bindUniformBlock(blockName: string, index: number): void;
  29207. /**
  29208. * Sets an interger value on a uniform variable.
  29209. * @param uniformName Name of the variable.
  29210. * @param value Value to be set.
  29211. * @returns this effect.
  29212. */
  29213. setInt(uniformName: string, value: number): Effect;
  29214. /**
  29215. * Sets an int array on a uniform variable.
  29216. * @param uniformName Name of the variable.
  29217. * @param array array to be set.
  29218. * @returns this effect.
  29219. */
  29220. setIntArray(uniformName: string, array: Int32Array): Effect;
  29221. /**
  29222. * 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)
  29223. * @param uniformName Name of the variable.
  29224. * @param array array to be set.
  29225. * @returns this effect.
  29226. */
  29227. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29228. /**
  29229. * 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)
  29230. * @param uniformName Name of the variable.
  29231. * @param array array to be set.
  29232. * @returns this effect.
  29233. */
  29234. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29235. /**
  29236. * 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)
  29237. * @param uniformName Name of the variable.
  29238. * @param array array to be set.
  29239. * @returns this effect.
  29240. */
  29241. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29242. /**
  29243. * Sets an float array on a uniform variable.
  29244. * @param uniformName Name of the variable.
  29245. * @param array array to be set.
  29246. * @returns this effect.
  29247. */
  29248. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29249. /**
  29250. * 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)
  29251. * @param uniformName Name of the variable.
  29252. * @param array array to be set.
  29253. * @returns this effect.
  29254. */
  29255. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29256. /**
  29257. * 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)
  29258. * @param uniformName Name of the variable.
  29259. * @param array array to be set.
  29260. * @returns this effect.
  29261. */
  29262. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29263. /**
  29264. * 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)
  29265. * @param uniformName Name of the variable.
  29266. * @param array array to be set.
  29267. * @returns this effect.
  29268. */
  29269. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29270. /**
  29271. * Sets an array on a uniform variable.
  29272. * @param uniformName Name of the variable.
  29273. * @param array array to be set.
  29274. * @returns this effect.
  29275. */
  29276. setArray(uniformName: string, array: number[]): Effect;
  29277. /**
  29278. * 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)
  29279. * @param uniformName Name of the variable.
  29280. * @param array array to be set.
  29281. * @returns this effect.
  29282. */
  29283. setArray2(uniformName: string, array: number[]): Effect;
  29284. /**
  29285. * 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)
  29286. * @param uniformName Name of the variable.
  29287. * @param array array to be set.
  29288. * @returns this effect.
  29289. */
  29290. setArray3(uniformName: string, array: number[]): Effect;
  29291. /**
  29292. * 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)
  29293. * @param uniformName Name of the variable.
  29294. * @param array array to be set.
  29295. * @returns this effect.
  29296. */
  29297. setArray4(uniformName: string, array: number[]): Effect;
  29298. /**
  29299. * Sets matrices on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param matrices matrices to be set.
  29302. * @returns this effect.
  29303. */
  29304. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29305. /**
  29306. * Sets matrix on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param matrix matrix to be set.
  29309. * @returns this effect.
  29310. */
  29311. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param matrix matrix to be set.
  29316. * @returns this effect.
  29317. */
  29318. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29319. /**
  29320. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29321. * @param uniformName Name of the variable.
  29322. * @param matrix matrix to be set.
  29323. * @returns this effect.
  29324. */
  29325. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29326. /**
  29327. * Sets a float on a uniform variable.
  29328. * @param uniformName Name of the variable.
  29329. * @param value value to be set.
  29330. * @returns this effect.
  29331. */
  29332. setFloat(uniformName: string, value: number): Effect;
  29333. /**
  29334. * Sets a boolean on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param bool value to be set.
  29337. * @returns this effect.
  29338. */
  29339. setBool(uniformName: string, bool: boolean): Effect;
  29340. /**
  29341. * Sets a Vector2 on a uniform variable.
  29342. * @param uniformName Name of the variable.
  29343. * @param vector2 vector2 to be set.
  29344. * @returns this effect.
  29345. */
  29346. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29347. /**
  29348. * Sets a float2 on a uniform variable.
  29349. * @param uniformName Name of the variable.
  29350. * @param x First float in float2.
  29351. * @param y Second float in float2.
  29352. * @returns this effect.
  29353. */
  29354. setFloat2(uniformName: string, x: number, y: number): Effect;
  29355. /**
  29356. * Sets a Vector3 on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param vector3 Value to be set.
  29359. * @returns this effect.
  29360. */
  29361. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29362. /**
  29363. * Sets a float3 on a uniform variable.
  29364. * @param uniformName Name of the variable.
  29365. * @param x First float in float3.
  29366. * @param y Second float in float3.
  29367. * @param z Third float in float3.
  29368. * @returns this effect.
  29369. */
  29370. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29371. /**
  29372. * Sets a Vector4 on a uniform variable.
  29373. * @param uniformName Name of the variable.
  29374. * @param vector4 Value to be set.
  29375. * @returns this effect.
  29376. */
  29377. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29378. /**
  29379. * Sets a float4 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param x First float in float4.
  29382. * @param y Second float in float4.
  29383. * @param z Third float in float4.
  29384. * @param w Fourth float in float4.
  29385. * @returns this effect.
  29386. */
  29387. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29388. /**
  29389. * Sets a Color3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param color3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29395. /**
  29396. * Sets a Color4 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param color3 Value to be set.
  29399. * @param alpha Alpha value to be set.
  29400. * @returns this effect.
  29401. */
  29402. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29403. /**
  29404. * Sets a Color4 on a uniform variable
  29405. * @param uniformName defines the name of the variable
  29406. * @param color4 defines the value to be set
  29407. * @returns this effect.
  29408. */
  29409. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29410. /** Release all associated resources */
  29411. dispose(): void;
  29412. /**
  29413. * This function will add a new shader to the shader store
  29414. * @param name the name of the shader
  29415. * @param pixelShader optional pixel shader content
  29416. * @param vertexShader optional vertex shader content
  29417. */
  29418. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29419. /**
  29420. * Store of each shader (The can be looked up using effect.key)
  29421. */
  29422. static ShadersStore: {
  29423. [key: string]: string;
  29424. };
  29425. /**
  29426. * Store of each included file for a shader (The can be looked up using effect.key)
  29427. */
  29428. static IncludesShadersStore: {
  29429. [key: string]: string;
  29430. };
  29431. /**
  29432. * Resets the cache of effects.
  29433. */
  29434. static ResetCache(): void;
  29435. }
  29436. }
  29437. declare module "babylonjs/Materials/uniformBuffer" {
  29438. import { Nullable, FloatArray } from "babylonjs/types";
  29439. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29440. import { Engine } from "babylonjs/Engines/engine";
  29441. import { Effect } from "babylonjs/Materials/effect";
  29442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29444. import { Color3 } from "babylonjs/Maths/math.color";
  29445. /**
  29446. * Uniform buffer objects.
  29447. *
  29448. * Handles blocks of uniform on the GPU.
  29449. *
  29450. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29451. *
  29452. * For more information, please refer to :
  29453. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29454. */
  29455. export class UniformBuffer {
  29456. private _engine;
  29457. private _buffer;
  29458. private _data;
  29459. private _bufferData;
  29460. private _dynamic?;
  29461. private _uniformLocations;
  29462. private _uniformSizes;
  29463. private _uniformLocationPointer;
  29464. private _needSync;
  29465. private _noUBO;
  29466. private _currentEffect;
  29467. private static _MAX_UNIFORM_SIZE;
  29468. private static _tempBuffer;
  29469. /**
  29470. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29471. * This is dynamic to allow compat with webgl 1 and 2.
  29472. * You will need to pass the name of the uniform as well as the value.
  29473. */
  29474. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29475. /**
  29476. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29477. * This is dynamic to allow compat with webgl 1 and 2.
  29478. * You will need to pass the name of the uniform as well as the value.
  29479. */
  29480. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29481. /**
  29482. * Lambda to Update a single float in a uniform buffer.
  29483. * This is dynamic to allow compat with webgl 1 and 2.
  29484. * You will need to pass the name of the uniform as well as the value.
  29485. */
  29486. updateFloat: (name: string, x: number) => void;
  29487. /**
  29488. * Lambda to Update a vec2 of float in a uniform buffer.
  29489. * This is dynamic to allow compat with webgl 1 and 2.
  29490. * You will need to pass the name of the uniform as well as the value.
  29491. */
  29492. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29493. /**
  29494. * Lambda to Update a vec3 of float in a uniform buffer.
  29495. * This is dynamic to allow compat with webgl 1 and 2.
  29496. * You will need to pass the name of the uniform as well as the value.
  29497. */
  29498. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29499. /**
  29500. * Lambda to Update a vec4 of float in a uniform buffer.
  29501. * This is dynamic to allow compat with webgl 1 and 2.
  29502. * You will need to pass the name of the uniform as well as the value.
  29503. */
  29504. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29505. /**
  29506. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29507. * This is dynamic to allow compat with webgl 1 and 2.
  29508. * You will need to pass the name of the uniform as well as the value.
  29509. */
  29510. updateMatrix: (name: string, mat: Matrix) => void;
  29511. /**
  29512. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29513. * This is dynamic to allow compat with webgl 1 and 2.
  29514. * You will need to pass the name of the uniform as well as the value.
  29515. */
  29516. updateVector3: (name: string, vector: Vector3) => void;
  29517. /**
  29518. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29519. * This is dynamic to allow compat with webgl 1 and 2.
  29520. * You will need to pass the name of the uniform as well as the value.
  29521. */
  29522. updateVector4: (name: string, vector: Vector4) => void;
  29523. /**
  29524. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29525. * This is dynamic to allow compat with webgl 1 and 2.
  29526. * You will need to pass the name of the uniform as well as the value.
  29527. */
  29528. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29529. /**
  29530. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29531. * This is dynamic to allow compat with webgl 1 and 2.
  29532. * You will need to pass the name of the uniform as well as the value.
  29533. */
  29534. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29535. /**
  29536. * Instantiates a new Uniform buffer objects.
  29537. *
  29538. * Handles blocks of uniform on the GPU.
  29539. *
  29540. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29541. *
  29542. * For more information, please refer to :
  29543. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29544. * @param engine Define the engine the buffer is associated with
  29545. * @param data Define the data contained in the buffer
  29546. * @param dynamic Define if the buffer is updatable
  29547. */
  29548. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29549. /**
  29550. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29551. * or just falling back on setUniformXXX calls.
  29552. */
  29553. readonly useUbo: boolean;
  29554. /**
  29555. * Indicates if the WebGL underlying uniform buffer is in sync
  29556. * with the javascript cache data.
  29557. */
  29558. readonly isSync: boolean;
  29559. /**
  29560. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29561. * Also, a dynamic UniformBuffer will disable cache verification and always
  29562. * update the underlying WebGL uniform buffer to the GPU.
  29563. * @returns if Dynamic, otherwise false
  29564. */
  29565. isDynamic(): boolean;
  29566. /**
  29567. * The data cache on JS side.
  29568. * @returns the underlying data as a float array
  29569. */
  29570. getData(): Float32Array;
  29571. /**
  29572. * The underlying WebGL Uniform buffer.
  29573. * @returns the webgl buffer
  29574. */
  29575. getBuffer(): Nullable<DataBuffer>;
  29576. /**
  29577. * std140 layout specifies how to align data within an UBO structure.
  29578. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29579. * for specs.
  29580. */
  29581. private _fillAlignment;
  29582. /**
  29583. * Adds an uniform in the buffer.
  29584. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29585. * for the layout to be correct !
  29586. * @param name Name of the uniform, as used in the uniform block in the shader.
  29587. * @param size Data size, or data directly.
  29588. */
  29589. addUniform(name: string, size: number | number[]): void;
  29590. /**
  29591. * Adds a Matrix 4x4 to the uniform buffer.
  29592. * @param name Name of the uniform, as used in the uniform block in the shader.
  29593. * @param mat A 4x4 matrix.
  29594. */
  29595. addMatrix(name: string, mat: Matrix): void;
  29596. /**
  29597. * Adds a vec2 to the uniform buffer.
  29598. * @param name Name of the uniform, as used in the uniform block in the shader.
  29599. * @param x Define the x component value of the vec2
  29600. * @param y Define the y component value of the vec2
  29601. */
  29602. addFloat2(name: string, x: number, y: number): void;
  29603. /**
  29604. * Adds a vec3 to the uniform buffer.
  29605. * @param name Name of the uniform, as used in the uniform block in the shader.
  29606. * @param x Define the x component value of the vec3
  29607. * @param y Define the y component value of the vec3
  29608. * @param z Define the z component value of the vec3
  29609. */
  29610. addFloat3(name: string, x: number, y: number, z: number): void;
  29611. /**
  29612. * Adds a vec3 to the uniform buffer.
  29613. * @param name Name of the uniform, as used in the uniform block in the shader.
  29614. * @param color Define the vec3 from a Color
  29615. */
  29616. addColor3(name: string, color: Color3): void;
  29617. /**
  29618. * Adds a vec4 to the uniform buffer.
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param color Define the rgb components from a Color
  29621. * @param alpha Define the a component of the vec4
  29622. */
  29623. addColor4(name: string, color: Color3, alpha: number): void;
  29624. /**
  29625. * Adds a vec3 to the uniform buffer.
  29626. * @param name Name of the uniform, as used in the uniform block in the shader.
  29627. * @param vector Define the vec3 components from a Vector
  29628. */
  29629. addVector3(name: string, vector: Vector3): void;
  29630. /**
  29631. * Adds a Matrix 3x3 to the uniform buffer.
  29632. * @param name Name of the uniform, as used in the uniform block in the shader.
  29633. */
  29634. addMatrix3x3(name: string): void;
  29635. /**
  29636. * Adds a Matrix 2x2 to the uniform buffer.
  29637. * @param name Name of the uniform, as used in the uniform block in the shader.
  29638. */
  29639. addMatrix2x2(name: string): void;
  29640. /**
  29641. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29642. */
  29643. create(): void;
  29644. /** @hidden */
  29645. _rebuild(): void;
  29646. /**
  29647. * Updates the WebGL Uniform Buffer on the GPU.
  29648. * If the `dynamic` flag is set to true, no cache comparison is done.
  29649. * Otherwise, the buffer will be updated only if the cache differs.
  29650. */
  29651. update(): void;
  29652. /**
  29653. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29654. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29655. * @param data Define the flattened data
  29656. * @param size Define the size of the data.
  29657. */
  29658. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29659. private _updateMatrix3x3ForUniform;
  29660. private _updateMatrix3x3ForEffect;
  29661. private _updateMatrix2x2ForEffect;
  29662. private _updateMatrix2x2ForUniform;
  29663. private _updateFloatForEffect;
  29664. private _updateFloatForUniform;
  29665. private _updateFloat2ForEffect;
  29666. private _updateFloat2ForUniform;
  29667. private _updateFloat3ForEffect;
  29668. private _updateFloat3ForUniform;
  29669. private _updateFloat4ForEffect;
  29670. private _updateFloat4ForUniform;
  29671. private _updateMatrixForEffect;
  29672. private _updateMatrixForUniform;
  29673. private _updateVector3ForEffect;
  29674. private _updateVector3ForUniform;
  29675. private _updateVector4ForEffect;
  29676. private _updateVector4ForUniform;
  29677. private _updateColor3ForEffect;
  29678. private _updateColor3ForUniform;
  29679. private _updateColor4ForEffect;
  29680. private _updateColor4ForUniform;
  29681. /**
  29682. * Sets a sampler uniform on the effect.
  29683. * @param name Define the name of the sampler.
  29684. * @param texture Define the texture to set in the sampler
  29685. */
  29686. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29687. /**
  29688. * Directly updates the value of the uniform in the cache AND on the GPU.
  29689. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29690. * @param data Define the flattened data
  29691. */
  29692. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29693. /**
  29694. * Binds this uniform buffer to an effect.
  29695. * @param effect Define the effect to bind the buffer to
  29696. * @param name Name of the uniform block in the shader.
  29697. */
  29698. bindToEffect(effect: Effect, name: string): void;
  29699. /**
  29700. * Disposes the uniform buffer.
  29701. */
  29702. dispose(): void;
  29703. }
  29704. }
  29705. declare module "babylonjs/Audio/analyser" {
  29706. import { Scene } from "babylonjs/scene";
  29707. /**
  29708. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29710. */
  29711. export class Analyser {
  29712. /**
  29713. * Gets or sets the smoothing
  29714. * @ignorenaming
  29715. */
  29716. SMOOTHING: number;
  29717. /**
  29718. * Gets or sets the FFT table size
  29719. * @ignorenaming
  29720. */
  29721. FFT_SIZE: number;
  29722. /**
  29723. * Gets or sets the bar graph amplitude
  29724. * @ignorenaming
  29725. */
  29726. BARGRAPHAMPLITUDE: number;
  29727. /**
  29728. * Gets or sets the position of the debug canvas
  29729. * @ignorenaming
  29730. */
  29731. DEBUGCANVASPOS: {
  29732. x: number;
  29733. y: number;
  29734. };
  29735. /**
  29736. * Gets or sets the debug canvas size
  29737. * @ignorenaming
  29738. */
  29739. DEBUGCANVASSIZE: {
  29740. width: number;
  29741. height: number;
  29742. };
  29743. private _byteFreqs;
  29744. private _byteTime;
  29745. private _floatFreqs;
  29746. private _webAudioAnalyser;
  29747. private _debugCanvas;
  29748. private _debugCanvasContext;
  29749. private _scene;
  29750. private _registerFunc;
  29751. private _audioEngine;
  29752. /**
  29753. * Creates a new analyser
  29754. * @param scene defines hosting scene
  29755. */
  29756. constructor(scene: Scene);
  29757. /**
  29758. * Get the number of data values you will have to play with for the visualization
  29759. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29760. * @returns a number
  29761. */
  29762. getFrequencyBinCount(): number;
  29763. /**
  29764. * Gets the current frequency data as a byte array
  29765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29766. * @returns a Uint8Array
  29767. */
  29768. getByteFrequencyData(): Uint8Array;
  29769. /**
  29770. * Gets the current waveform as a byte array
  29771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29772. * @returns a Uint8Array
  29773. */
  29774. getByteTimeDomainData(): Uint8Array;
  29775. /**
  29776. * Gets the current frequency data as a float array
  29777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29778. * @returns a Float32Array
  29779. */
  29780. getFloatFrequencyData(): Float32Array;
  29781. /**
  29782. * Renders the debug canvas
  29783. */
  29784. drawDebugCanvas(): void;
  29785. /**
  29786. * Stops rendering the debug canvas and removes it
  29787. */
  29788. stopDebugCanvas(): void;
  29789. /**
  29790. * Connects two audio nodes
  29791. * @param inputAudioNode defines first node to connect
  29792. * @param outputAudioNode defines second node to connect
  29793. */
  29794. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29795. /**
  29796. * Releases all associated resources
  29797. */
  29798. dispose(): void;
  29799. }
  29800. }
  29801. declare module "babylonjs/Audio/audioEngine" {
  29802. import { IDisposable } from "babylonjs/scene";
  29803. import { Analyser } from "babylonjs/Audio/analyser";
  29804. import { Nullable } from "babylonjs/types";
  29805. import { Observable } from "babylonjs/Misc/observable";
  29806. /**
  29807. * This represents an audio engine and it is responsible
  29808. * to play, synchronize and analyse sounds throughout the application.
  29809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29810. */
  29811. export interface IAudioEngine extends IDisposable {
  29812. /**
  29813. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29814. */
  29815. readonly canUseWebAudio: boolean;
  29816. /**
  29817. * Gets the current AudioContext if available.
  29818. */
  29819. readonly audioContext: Nullable<AudioContext>;
  29820. /**
  29821. * The master gain node defines the global audio volume of your audio engine.
  29822. */
  29823. readonly masterGain: GainNode;
  29824. /**
  29825. * Gets whether or not mp3 are supported by your browser.
  29826. */
  29827. readonly isMP3supported: boolean;
  29828. /**
  29829. * Gets whether or not ogg are supported by your browser.
  29830. */
  29831. readonly isOGGsupported: boolean;
  29832. /**
  29833. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29834. * @ignoreNaming
  29835. */
  29836. WarnedWebAudioUnsupported: boolean;
  29837. /**
  29838. * Defines if the audio engine relies on a custom unlocked button.
  29839. * In this case, the embedded button will not be displayed.
  29840. */
  29841. useCustomUnlockedButton: boolean;
  29842. /**
  29843. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29844. */
  29845. readonly unlocked: boolean;
  29846. /**
  29847. * Event raised when audio has been unlocked on the browser.
  29848. */
  29849. onAudioUnlockedObservable: Observable<AudioEngine>;
  29850. /**
  29851. * Event raised when audio has been locked on the browser.
  29852. */
  29853. onAudioLockedObservable: Observable<AudioEngine>;
  29854. /**
  29855. * Flags the audio engine in Locked state.
  29856. * This happens due to new browser policies preventing audio to autoplay.
  29857. */
  29858. lock(): void;
  29859. /**
  29860. * Unlocks the audio engine once a user action has been done on the dom.
  29861. * This is helpful to resume play once browser policies have been satisfied.
  29862. */
  29863. unlock(): void;
  29864. }
  29865. /**
  29866. * This represents the default audio engine used in babylon.
  29867. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29869. */
  29870. export class AudioEngine implements IAudioEngine {
  29871. private _audioContext;
  29872. private _audioContextInitialized;
  29873. private _muteButton;
  29874. private _hostElement;
  29875. /**
  29876. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29877. */
  29878. canUseWebAudio: boolean;
  29879. /**
  29880. * The master gain node defines the global audio volume of your audio engine.
  29881. */
  29882. masterGain: GainNode;
  29883. /**
  29884. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29885. * @ignoreNaming
  29886. */
  29887. WarnedWebAudioUnsupported: boolean;
  29888. /**
  29889. * Gets whether or not mp3 are supported by your browser.
  29890. */
  29891. isMP3supported: boolean;
  29892. /**
  29893. * Gets whether or not ogg are supported by your browser.
  29894. */
  29895. isOGGsupported: boolean;
  29896. /**
  29897. * Gets whether audio has been unlocked on the device.
  29898. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29899. * a user interaction has happened.
  29900. */
  29901. unlocked: boolean;
  29902. /**
  29903. * Defines if the audio engine relies on a custom unlocked button.
  29904. * In this case, the embedded button will not be displayed.
  29905. */
  29906. useCustomUnlockedButton: boolean;
  29907. /**
  29908. * Event raised when audio has been unlocked on the browser.
  29909. */
  29910. onAudioUnlockedObservable: Observable<AudioEngine>;
  29911. /**
  29912. * Event raised when audio has been locked on the browser.
  29913. */
  29914. onAudioLockedObservable: Observable<AudioEngine>;
  29915. /**
  29916. * Gets the current AudioContext if available.
  29917. */
  29918. readonly audioContext: Nullable<AudioContext>;
  29919. private _connectedAnalyser;
  29920. /**
  29921. * Instantiates a new audio engine.
  29922. *
  29923. * There should be only one per page as some browsers restrict the number
  29924. * of audio contexts you can create.
  29925. * @param hostElement defines the host element where to display the mute icon if necessary
  29926. */
  29927. constructor(hostElement?: Nullable<HTMLElement>);
  29928. /**
  29929. * Flags the audio engine in Locked state.
  29930. * This happens due to new browser policies preventing audio to autoplay.
  29931. */
  29932. lock(): void;
  29933. /**
  29934. * Unlocks the audio engine once a user action has been done on the dom.
  29935. * This is helpful to resume play once browser policies have been satisfied.
  29936. */
  29937. unlock(): void;
  29938. private _resumeAudioContext;
  29939. private _initializeAudioContext;
  29940. private _tryToRun;
  29941. private _triggerRunningState;
  29942. private _triggerSuspendedState;
  29943. private _displayMuteButton;
  29944. private _moveButtonToTopLeft;
  29945. private _onResize;
  29946. private _hideMuteButton;
  29947. /**
  29948. * Destroy and release the resources associated with the audio ccontext.
  29949. */
  29950. dispose(): void;
  29951. /**
  29952. * Gets the global volume sets on the master gain.
  29953. * @returns the global volume if set or -1 otherwise
  29954. */
  29955. getGlobalVolume(): number;
  29956. /**
  29957. * Sets the global volume of your experience (sets on the master gain).
  29958. * @param newVolume Defines the new global volume of the application
  29959. */
  29960. setGlobalVolume(newVolume: number): void;
  29961. /**
  29962. * Connect the audio engine to an audio analyser allowing some amazing
  29963. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29965. * @param analyser The analyser to connect to the engine
  29966. */
  29967. connectToAnalyser(analyser: Analyser): void;
  29968. }
  29969. }
  29970. declare module "babylonjs/Loading/loadingScreen" {
  29971. /**
  29972. * Interface used to present a loading screen while loading a scene
  29973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29974. */
  29975. export interface ILoadingScreen {
  29976. /**
  29977. * Function called to display the loading screen
  29978. */
  29979. displayLoadingUI: () => void;
  29980. /**
  29981. * Function called to hide the loading screen
  29982. */
  29983. hideLoadingUI: () => void;
  29984. /**
  29985. * Gets or sets the color to use for the background
  29986. */
  29987. loadingUIBackgroundColor: string;
  29988. /**
  29989. * Gets or sets the text to display while loading
  29990. */
  29991. loadingUIText: string;
  29992. }
  29993. /**
  29994. * Class used for the default loading screen
  29995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29996. */
  29997. export class DefaultLoadingScreen implements ILoadingScreen {
  29998. private _renderingCanvas;
  29999. private _loadingText;
  30000. private _loadingDivBackgroundColor;
  30001. private _loadingDiv;
  30002. private _loadingTextDiv;
  30003. /** Gets or sets the logo url to use for the default loading screen */
  30004. static DefaultLogoUrl: string;
  30005. /** Gets or sets the spinner url to use for the default loading screen */
  30006. static DefaultSpinnerUrl: string;
  30007. /**
  30008. * Creates a new default loading screen
  30009. * @param _renderingCanvas defines the canvas used to render the scene
  30010. * @param _loadingText defines the default text to display
  30011. * @param _loadingDivBackgroundColor defines the default background color
  30012. */
  30013. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30014. /**
  30015. * Function called to display the loading screen
  30016. */
  30017. displayLoadingUI(): void;
  30018. /**
  30019. * Function called to hide the loading screen
  30020. */
  30021. hideLoadingUI(): void;
  30022. /**
  30023. * Gets or sets the text to display while loading
  30024. */
  30025. loadingUIText: string;
  30026. /**
  30027. * Gets or sets the color to use for the background
  30028. */
  30029. loadingUIBackgroundColor: string;
  30030. private _resizeLoadingUI;
  30031. }
  30032. }
  30033. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30034. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30035. import { Engine } from "babylonjs/Engines/engine";
  30036. import { Nullable } from "babylonjs/types";
  30037. /** @hidden */
  30038. export class WebGLPipelineContext implements IPipelineContext {
  30039. engine: Engine;
  30040. program: Nullable<WebGLProgram>;
  30041. context?: WebGLRenderingContext;
  30042. vertexShader?: WebGLShader;
  30043. fragmentShader?: WebGLShader;
  30044. isParallelCompiled: boolean;
  30045. onCompiled?: () => void;
  30046. transformFeedback?: WebGLTransformFeedback | null;
  30047. readonly isAsync: boolean;
  30048. readonly isReady: boolean;
  30049. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30050. }
  30051. }
  30052. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30053. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30054. /** @hidden */
  30055. export class WebGLDataBuffer extends DataBuffer {
  30056. private _buffer;
  30057. constructor(resource: WebGLBuffer);
  30058. readonly underlyingResource: any;
  30059. }
  30060. }
  30061. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30062. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30063. /** @hidden */
  30064. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30065. attributeProcessor(attribute: string): string;
  30066. varyingProcessor(varying: string, isFragment: boolean): string;
  30067. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30068. }
  30069. }
  30070. declare module "babylonjs/Misc/perfCounter" {
  30071. /**
  30072. * This class is used to track a performance counter which is number based.
  30073. * The user has access to many properties which give statistics of different nature.
  30074. *
  30075. * The implementer can track two kinds of Performance Counter: time and count.
  30076. * 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.
  30077. * 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.
  30078. */
  30079. export class PerfCounter {
  30080. /**
  30081. * Gets or sets a global boolean to turn on and off all the counters
  30082. */
  30083. static Enabled: boolean;
  30084. /**
  30085. * Returns the smallest value ever
  30086. */
  30087. readonly min: number;
  30088. /**
  30089. * Returns the biggest value ever
  30090. */
  30091. readonly max: number;
  30092. /**
  30093. * Returns the average value since the performance counter is running
  30094. */
  30095. readonly average: number;
  30096. /**
  30097. * Returns the average value of the last second the counter was monitored
  30098. */
  30099. readonly lastSecAverage: number;
  30100. /**
  30101. * Returns the current value
  30102. */
  30103. readonly current: number;
  30104. /**
  30105. * Gets the accumulated total
  30106. */
  30107. readonly total: number;
  30108. /**
  30109. * Gets the total value count
  30110. */
  30111. readonly count: number;
  30112. /**
  30113. * Creates a new counter
  30114. */
  30115. constructor();
  30116. /**
  30117. * Call this method to start monitoring a new frame.
  30118. * 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.
  30119. */
  30120. fetchNewFrame(): void;
  30121. /**
  30122. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30123. * @param newCount the count value to add to the monitored count
  30124. * @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.
  30125. */
  30126. addCount(newCount: number, fetchResult: boolean): void;
  30127. /**
  30128. * Start monitoring this performance counter
  30129. */
  30130. beginMonitoring(): void;
  30131. /**
  30132. * Compute the time lapsed since the previous beginMonitoring() call.
  30133. * @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
  30134. */
  30135. endMonitoring(newFrame?: boolean): void;
  30136. private _fetchResult;
  30137. private _startMonitoringTime;
  30138. private _min;
  30139. private _max;
  30140. private _average;
  30141. private _current;
  30142. private _totalValueCount;
  30143. private _totalAccumulated;
  30144. private _lastSecAverage;
  30145. private _lastSecAccumulated;
  30146. private _lastSecTime;
  30147. private _lastSecValueCount;
  30148. }
  30149. }
  30150. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30151. /**
  30152. * Interface for any object that can request an animation frame
  30153. */
  30154. export interface ICustomAnimationFrameRequester {
  30155. /**
  30156. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30157. */
  30158. renderFunction?: Function;
  30159. /**
  30160. * Called to request the next frame to render to
  30161. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30162. */
  30163. requestAnimationFrame: Function;
  30164. /**
  30165. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30166. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30167. */
  30168. requestID?: number;
  30169. }
  30170. }
  30171. declare module "babylonjs/Materials/Textures/videoTexture" {
  30172. import { Observable } from "babylonjs/Misc/observable";
  30173. import { Nullable } from "babylonjs/types";
  30174. import { Scene } from "babylonjs/scene";
  30175. import { Texture } from "babylonjs/Materials/Textures/texture";
  30176. /**
  30177. * Settings for finer control over video usage
  30178. */
  30179. export interface VideoTextureSettings {
  30180. /**
  30181. * Applies `autoplay` to video, if specified
  30182. */
  30183. autoPlay?: boolean;
  30184. /**
  30185. * Applies `loop` to video, if specified
  30186. */
  30187. loop?: boolean;
  30188. /**
  30189. * Automatically updates internal texture from video at every frame in the render loop
  30190. */
  30191. autoUpdateTexture: boolean;
  30192. /**
  30193. * Image src displayed during the video loading or until the user interacts with the video.
  30194. */
  30195. poster?: string;
  30196. }
  30197. /**
  30198. * If you want to display a video in your scene, this is the special texture for that.
  30199. * This special texture works similar to other textures, with the exception of a few parameters.
  30200. * @see https://doc.babylonjs.com/how_to/video_texture
  30201. */
  30202. export class VideoTexture extends Texture {
  30203. /**
  30204. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30205. */
  30206. readonly autoUpdateTexture: boolean;
  30207. /**
  30208. * The video instance used by the texture internally
  30209. */
  30210. readonly video: HTMLVideoElement;
  30211. private _onUserActionRequestedObservable;
  30212. /**
  30213. * Event triggerd when a dom action is required by the user to play the video.
  30214. * This happens due to recent changes in browser policies preventing video to auto start.
  30215. */
  30216. readonly onUserActionRequestedObservable: Observable<Texture>;
  30217. private _generateMipMaps;
  30218. private _engine;
  30219. private _stillImageCaptured;
  30220. private _displayingPosterTexture;
  30221. private _settings;
  30222. private _createInternalTextureOnEvent;
  30223. /**
  30224. * Creates a video texture.
  30225. * If you want to display a video in your scene, this is the special texture for that.
  30226. * This special texture works similar to other textures, with the exception of a few parameters.
  30227. * @see https://doc.babylonjs.com/how_to/video_texture
  30228. * @param name optional name, will detect from video source, if not defined
  30229. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30230. * @param scene is obviously the current scene.
  30231. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30232. * @param invertY is false by default but can be used to invert video on Y axis
  30233. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30234. * @param settings allows finer control over video usage
  30235. */
  30236. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30237. private _getName;
  30238. private _getVideo;
  30239. private _createInternalTexture;
  30240. private reset;
  30241. /**
  30242. * @hidden Internal method to initiate `update`.
  30243. */
  30244. _rebuild(): void;
  30245. /**
  30246. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30247. */
  30248. update(): void;
  30249. /**
  30250. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30251. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30252. */
  30253. updateTexture(isVisible: boolean): void;
  30254. protected _updateInternalTexture: () => void;
  30255. /**
  30256. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30257. * @param url New url.
  30258. */
  30259. updateURL(url: string): void;
  30260. /**
  30261. * Dispose the texture and release its associated resources.
  30262. */
  30263. dispose(): void;
  30264. /**
  30265. * Creates a video texture straight from a stream.
  30266. * @param scene Define the scene the texture should be created in
  30267. * @param stream Define the stream the texture should be created from
  30268. * @returns The created video texture as a promise
  30269. */
  30270. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30271. /**
  30272. * Creates a video texture straight from your WebCam video feed.
  30273. * @param scene Define the scene the texture should be created in
  30274. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30275. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30276. * @returns The created video texture as a promise
  30277. */
  30278. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30279. minWidth: number;
  30280. maxWidth: number;
  30281. minHeight: number;
  30282. maxHeight: number;
  30283. deviceId: string;
  30284. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30285. /**
  30286. * Creates a video texture straight from your WebCam video feed.
  30287. * @param scene Define the scene the texture should be created in
  30288. * @param onReady Define a callback to triggered once the texture will be ready
  30289. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30290. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30291. */
  30292. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30293. minWidth: number;
  30294. maxWidth: number;
  30295. minHeight: number;
  30296. maxHeight: number;
  30297. deviceId: string;
  30298. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30299. }
  30300. }
  30301. declare module "babylonjs/Engines/engine" {
  30302. import { Observable } from "babylonjs/Misc/observable";
  30303. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30304. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30305. import { Scene } from "babylonjs/scene";
  30306. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30307. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30308. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30309. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30310. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30312. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30313. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30314. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30315. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30316. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30317. import { WebRequest } from "babylonjs/Misc/webRequest";
  30318. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30319. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30320. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30321. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30322. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30323. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30324. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30325. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30326. import { Material } from "babylonjs/Materials/material";
  30327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30328. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30329. /**
  30330. * Defines the interface used by objects containing a viewport (like a camera)
  30331. */
  30332. interface IViewportOwnerLike {
  30333. /**
  30334. * Gets or sets the viewport
  30335. */
  30336. viewport: IViewportLike;
  30337. }
  30338. /**
  30339. * Interface for attribute information associated with buffer instanciation
  30340. */
  30341. export class InstancingAttributeInfo {
  30342. /**
  30343. * Index/offset of the attribute in the vertex shader
  30344. */
  30345. index: number;
  30346. /**
  30347. * size of the attribute, 1, 2, 3 or 4
  30348. */
  30349. attributeSize: number;
  30350. /**
  30351. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30352. * default is FLOAT
  30353. */
  30354. attribyteType: number;
  30355. /**
  30356. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30357. */
  30358. normalized: boolean;
  30359. /**
  30360. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30361. */
  30362. offset: number;
  30363. /**
  30364. * Name of the GLSL attribute, for debugging purpose only
  30365. */
  30366. attributeName: string;
  30367. }
  30368. /**
  30369. * Define options used to create a depth texture
  30370. */
  30371. export class DepthTextureCreationOptions {
  30372. /** Specifies whether or not a stencil should be allocated in the texture */
  30373. generateStencil?: boolean;
  30374. /** Specifies whether or not bilinear filtering is enable on the texture */
  30375. bilinearFiltering?: boolean;
  30376. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30377. comparisonFunction?: number;
  30378. /** Specifies if the created texture is a cube texture */
  30379. isCube?: boolean;
  30380. }
  30381. /**
  30382. * Class used to describe the capabilities of the engine relatively to the current browser
  30383. */
  30384. export class EngineCapabilities {
  30385. /** Maximum textures units per fragment shader */
  30386. maxTexturesImageUnits: number;
  30387. /** Maximum texture units per vertex shader */
  30388. maxVertexTextureImageUnits: number;
  30389. /** Maximum textures units in the entire pipeline */
  30390. maxCombinedTexturesImageUnits: number;
  30391. /** Maximum texture size */
  30392. maxTextureSize: number;
  30393. /** Maximum cube texture size */
  30394. maxCubemapTextureSize: number;
  30395. /** Maximum render texture size */
  30396. maxRenderTextureSize: number;
  30397. /** Maximum number of vertex attributes */
  30398. maxVertexAttribs: number;
  30399. /** Maximum number of varyings */
  30400. maxVaryingVectors: number;
  30401. /** Maximum number of uniforms per vertex shader */
  30402. maxVertexUniformVectors: number;
  30403. /** Maximum number of uniforms per fragment shader */
  30404. maxFragmentUniformVectors: number;
  30405. /** Defines if standard derivates (dx/dy) are supported */
  30406. standardDerivatives: boolean;
  30407. /** Defines if s3tc texture compression is supported */
  30408. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30409. /** Defines if pvrtc texture compression is supported */
  30410. pvrtc: any;
  30411. /** Defines if etc1 texture compression is supported */
  30412. etc1: any;
  30413. /** Defines if etc2 texture compression is supported */
  30414. etc2: any;
  30415. /** Defines if astc texture compression is supported */
  30416. astc: any;
  30417. /** Defines if float textures are supported */
  30418. textureFloat: boolean;
  30419. /** Defines if vertex array objects are supported */
  30420. vertexArrayObject: boolean;
  30421. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30422. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30423. /** Gets the maximum level of anisotropy supported */
  30424. maxAnisotropy: number;
  30425. /** Defines if instancing is supported */
  30426. instancedArrays: boolean;
  30427. /** Defines if 32 bits indices are supported */
  30428. uintIndices: boolean;
  30429. /** Defines if high precision shaders are supported */
  30430. highPrecisionShaderSupported: boolean;
  30431. /** Defines if depth reading in the fragment shader is supported */
  30432. fragmentDepthSupported: boolean;
  30433. /** Defines if float texture linear filtering is supported*/
  30434. textureFloatLinearFiltering: boolean;
  30435. /** Defines if rendering to float textures is supported */
  30436. textureFloatRender: boolean;
  30437. /** Defines if half float textures are supported*/
  30438. textureHalfFloat: boolean;
  30439. /** Defines if half float texture linear filtering is supported*/
  30440. textureHalfFloatLinearFiltering: boolean;
  30441. /** Defines if rendering to half float textures is supported */
  30442. textureHalfFloatRender: boolean;
  30443. /** Defines if textureLOD shader command is supported */
  30444. textureLOD: boolean;
  30445. /** Defines if draw buffers extension is supported */
  30446. drawBuffersExtension: boolean;
  30447. /** Defines if depth textures are supported */
  30448. depthTextureExtension: boolean;
  30449. /** Defines if float color buffer are supported */
  30450. colorBufferFloat: boolean;
  30451. /** Gets disjoint timer query extension (null if not supported) */
  30452. timerQuery: EXT_disjoint_timer_query;
  30453. /** Defines if timestamp can be used with timer query */
  30454. canUseTimestampForTimerQuery: boolean;
  30455. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30456. multiview: any;
  30457. /** Function used to let the system compiles shaders in background */
  30458. parallelShaderCompile: {
  30459. COMPLETION_STATUS_KHR: number;
  30460. };
  30461. }
  30462. /** Interface defining initialization parameters for Engine class */
  30463. export interface EngineOptions extends WebGLContextAttributes {
  30464. /**
  30465. * Defines if the engine should no exceed a specified device ratio
  30466. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30467. */
  30468. limitDeviceRatio?: number;
  30469. /**
  30470. * Defines if webvr should be enabled automatically
  30471. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30472. */
  30473. autoEnableWebVR?: boolean;
  30474. /**
  30475. * Defines if webgl2 should be turned off even if supported
  30476. * @see http://doc.babylonjs.com/features/webgl2
  30477. */
  30478. disableWebGL2Support?: boolean;
  30479. /**
  30480. * Defines if webaudio should be initialized as well
  30481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30482. */
  30483. audioEngine?: boolean;
  30484. /**
  30485. * Defines if animations should run using a deterministic lock step
  30486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30487. */
  30488. deterministicLockstep?: boolean;
  30489. /** Defines the maximum steps to use with deterministic lock step mode */
  30490. lockstepMaxSteps?: number;
  30491. /**
  30492. * Defines that engine should ignore context lost events
  30493. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30494. */
  30495. doNotHandleContextLost?: boolean;
  30496. /**
  30497. * Defines that engine should ignore modifying touch action attribute and style
  30498. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30499. */
  30500. doNotHandleTouchAction?: boolean;
  30501. /**
  30502. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30503. */
  30504. useHighPrecisionFloats?: boolean;
  30505. }
  30506. /**
  30507. * Defines the interface used by display changed events
  30508. */
  30509. export interface IDisplayChangedEventArgs {
  30510. /** Gets the vrDisplay object (if any) */
  30511. vrDisplay: Nullable<any>;
  30512. /** Gets a boolean indicating if webVR is supported */
  30513. vrSupported: boolean;
  30514. }
  30515. /**
  30516. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30517. */
  30518. export class Engine {
  30519. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30520. static ExceptionList: ({
  30521. key: string;
  30522. capture: string;
  30523. captureConstraint: number;
  30524. targets: string[];
  30525. } | {
  30526. key: string;
  30527. capture: null;
  30528. captureConstraint: null;
  30529. targets: string[];
  30530. })[];
  30531. /** Gets the list of created engines */
  30532. static readonly Instances: Engine[];
  30533. /**
  30534. * Gets the latest created engine
  30535. */
  30536. static readonly LastCreatedEngine: Nullable<Engine>;
  30537. /**
  30538. * Gets the latest created scene
  30539. */
  30540. static readonly LastCreatedScene: Nullable<Scene>;
  30541. /**
  30542. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30543. * @param flag defines which part of the materials must be marked as dirty
  30544. * @param predicate defines a predicate used to filter which materials should be affected
  30545. */
  30546. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30547. /** @hidden */
  30548. static _TextureLoaders: IInternalTextureLoader[];
  30549. /** Defines that alpha blending is disabled */
  30550. static readonly ALPHA_DISABLE: number;
  30551. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30552. static readonly ALPHA_ADD: number;
  30553. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30554. static readonly ALPHA_COMBINE: number;
  30555. /** Defines that alpha blending to DEST - SRC * DEST */
  30556. static readonly ALPHA_SUBTRACT: number;
  30557. /** Defines that alpha blending to SRC * DEST */
  30558. static readonly ALPHA_MULTIPLY: number;
  30559. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30560. static readonly ALPHA_MAXIMIZED: number;
  30561. /** Defines that alpha blending to SRC + DEST */
  30562. static readonly ALPHA_ONEONE: number;
  30563. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30564. static readonly ALPHA_PREMULTIPLIED: number;
  30565. /**
  30566. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30567. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30568. */
  30569. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30570. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30571. static readonly ALPHA_INTERPOLATE: number;
  30572. /**
  30573. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30574. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30575. */
  30576. static readonly ALPHA_SCREENMODE: number;
  30577. /** Defines that the ressource is not delayed*/
  30578. static readonly DELAYLOADSTATE_NONE: number;
  30579. /** Defines that the ressource was successfully delay loaded */
  30580. static readonly DELAYLOADSTATE_LOADED: number;
  30581. /** Defines that the ressource is currently delay loading */
  30582. static readonly DELAYLOADSTATE_LOADING: number;
  30583. /** Defines that the ressource is delayed and has not started loading */
  30584. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30586. static readonly NEVER: number;
  30587. /** 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 */
  30588. static readonly ALWAYS: number;
  30589. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30590. static readonly LESS: number;
  30591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30592. static readonly EQUAL: number;
  30593. /** 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 */
  30594. static readonly LEQUAL: number;
  30595. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30596. static readonly GREATER: number;
  30597. /** 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 */
  30598. static readonly GEQUAL: number;
  30599. /** 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 */
  30600. static readonly NOTEQUAL: number;
  30601. /** Passed to stencilOperation to specify that stencil value must be kept */
  30602. static readonly KEEP: number;
  30603. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30604. static readonly REPLACE: number;
  30605. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30606. static readonly INCR: number;
  30607. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30608. static readonly DECR: number;
  30609. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30610. static readonly INVERT: number;
  30611. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30612. static readonly INCR_WRAP: number;
  30613. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30614. static readonly DECR_WRAP: number;
  30615. /** Texture is not repeating outside of 0..1 UVs */
  30616. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30617. /** Texture is repeating outside of 0..1 UVs */
  30618. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30619. /** Texture is repeating and mirrored */
  30620. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30621. /** ALPHA */
  30622. static readonly TEXTUREFORMAT_ALPHA: number;
  30623. /** LUMINANCE */
  30624. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30625. /** LUMINANCE_ALPHA */
  30626. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30627. /** RGB */
  30628. static readonly TEXTUREFORMAT_RGB: number;
  30629. /** RGBA */
  30630. static readonly TEXTUREFORMAT_RGBA: number;
  30631. /** RED */
  30632. static readonly TEXTUREFORMAT_RED: number;
  30633. /** RED (2nd reference) */
  30634. static readonly TEXTUREFORMAT_R: number;
  30635. /** RG */
  30636. static readonly TEXTUREFORMAT_RG: number;
  30637. /** RED_INTEGER */
  30638. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30639. /** RED_INTEGER (2nd reference) */
  30640. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30641. /** RG_INTEGER */
  30642. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30643. /** RGB_INTEGER */
  30644. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30645. /** RGBA_INTEGER */
  30646. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30647. /** UNSIGNED_BYTE */
  30648. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30649. /** UNSIGNED_BYTE (2nd reference) */
  30650. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30651. /** FLOAT */
  30652. static readonly TEXTURETYPE_FLOAT: number;
  30653. /** HALF_FLOAT */
  30654. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30655. /** BYTE */
  30656. static readonly TEXTURETYPE_BYTE: number;
  30657. /** SHORT */
  30658. static readonly TEXTURETYPE_SHORT: number;
  30659. /** UNSIGNED_SHORT */
  30660. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30661. /** INT */
  30662. static readonly TEXTURETYPE_INT: number;
  30663. /** UNSIGNED_INT */
  30664. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30665. /** UNSIGNED_SHORT_4_4_4_4 */
  30666. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30667. /** UNSIGNED_SHORT_5_5_5_1 */
  30668. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30669. /** UNSIGNED_SHORT_5_6_5 */
  30670. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30671. /** UNSIGNED_INT_2_10_10_10_REV */
  30672. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30673. /** UNSIGNED_INT_24_8 */
  30674. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30675. /** UNSIGNED_INT_10F_11F_11F_REV */
  30676. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30677. /** UNSIGNED_INT_5_9_9_9_REV */
  30678. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30679. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30680. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30681. /** nearest is mag = nearest and min = nearest and mip = linear */
  30682. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30683. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30684. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30685. /** Trilinear is mag = linear and min = linear and mip = linear */
  30686. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30687. /** nearest is mag = nearest and min = nearest and mip = linear */
  30688. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30689. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30690. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30691. /** Trilinear is mag = linear and min = linear and mip = linear */
  30692. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30693. /** mag = nearest and min = nearest and mip = nearest */
  30694. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30695. /** mag = nearest and min = linear and mip = nearest */
  30696. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30697. /** mag = nearest and min = linear and mip = linear */
  30698. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30699. /** mag = nearest and min = linear and mip = none */
  30700. static readonly TEXTURE_NEAREST_LINEAR: number;
  30701. /** mag = nearest and min = nearest and mip = none */
  30702. static readonly TEXTURE_NEAREST_NEAREST: number;
  30703. /** mag = linear and min = nearest and mip = nearest */
  30704. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30705. /** mag = linear and min = nearest and mip = linear */
  30706. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30707. /** mag = linear and min = linear and mip = none */
  30708. static readonly TEXTURE_LINEAR_LINEAR: number;
  30709. /** mag = linear and min = nearest and mip = none */
  30710. static readonly TEXTURE_LINEAR_NEAREST: number;
  30711. /** Explicit coordinates mode */
  30712. static readonly TEXTURE_EXPLICIT_MODE: number;
  30713. /** Spherical coordinates mode */
  30714. static readonly TEXTURE_SPHERICAL_MODE: number;
  30715. /** Planar coordinates mode */
  30716. static readonly TEXTURE_PLANAR_MODE: number;
  30717. /** Cubic coordinates mode */
  30718. static readonly TEXTURE_CUBIC_MODE: number;
  30719. /** Projection coordinates mode */
  30720. static readonly TEXTURE_PROJECTION_MODE: number;
  30721. /** Skybox coordinates mode */
  30722. static readonly TEXTURE_SKYBOX_MODE: number;
  30723. /** Inverse Cubic coordinates mode */
  30724. static readonly TEXTURE_INVCUBIC_MODE: number;
  30725. /** Equirectangular coordinates mode */
  30726. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30727. /** Equirectangular Fixed coordinates mode */
  30728. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30729. /** Equirectangular Fixed Mirrored coordinates mode */
  30730. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30731. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30732. static readonly SCALEMODE_FLOOR: number;
  30733. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30734. static readonly SCALEMODE_NEAREST: number;
  30735. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30736. static readonly SCALEMODE_CEILING: number;
  30737. /**
  30738. * Returns the current npm package of the sdk
  30739. */
  30740. static readonly NpmPackage: string;
  30741. /**
  30742. * Returns the current version of the framework
  30743. */
  30744. static readonly Version: string;
  30745. /**
  30746. * Returns a string describing the current engine
  30747. */
  30748. readonly description: string;
  30749. /**
  30750. * Gets or sets the epsilon value used by collision engine
  30751. */
  30752. static CollisionsEpsilon: number;
  30753. /**
  30754. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30755. */
  30756. static ShadersRepository: string;
  30757. /**
  30758. * Method called to create the default loading screen.
  30759. * This can be overriden in your own app.
  30760. * @param canvas The rendering canvas element
  30761. * @returns The loading screen
  30762. */
  30763. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30764. /**
  30765. * Method called to create the default rescale post process on each engine.
  30766. */
  30767. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30768. /** @hidden */
  30769. _shaderProcessor: IShaderProcessor;
  30770. /**
  30771. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30772. */
  30773. forcePOTTextures: boolean;
  30774. /**
  30775. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30776. */
  30777. isFullscreen: boolean;
  30778. /**
  30779. * Gets a boolean indicating if the pointer is currently locked
  30780. */
  30781. isPointerLock: boolean;
  30782. /**
  30783. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30784. */
  30785. cullBackFaces: boolean;
  30786. /**
  30787. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30788. */
  30789. renderEvenInBackground: boolean;
  30790. /**
  30791. * Gets or sets a boolean indicating that cache can be kept between frames
  30792. */
  30793. preventCacheWipeBetweenFrames: boolean;
  30794. /**
  30795. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30796. **/
  30797. enableOfflineSupport: boolean;
  30798. /**
  30799. * 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)
  30800. **/
  30801. disableManifestCheck: boolean;
  30802. /**
  30803. * Gets the list of created scenes
  30804. */
  30805. scenes: Scene[];
  30806. /**
  30807. * Event raised when a new scene is created
  30808. */
  30809. onNewSceneAddedObservable: Observable<Scene>;
  30810. /**
  30811. * Gets the list of created postprocesses
  30812. */
  30813. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30814. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30815. validateShaderPrograms: boolean;
  30816. /**
  30817. * Observable event triggered each time the rendering canvas is resized
  30818. */
  30819. onResizeObservable: Observable<Engine>;
  30820. /**
  30821. * Observable event triggered each time the canvas loses focus
  30822. */
  30823. onCanvasBlurObservable: Observable<Engine>;
  30824. /**
  30825. * Observable event triggered each time the canvas gains focus
  30826. */
  30827. onCanvasFocusObservable: Observable<Engine>;
  30828. /**
  30829. * Observable event triggered each time the canvas receives pointerout event
  30830. */
  30831. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30832. /**
  30833. * Observable event triggered before each texture is initialized
  30834. */
  30835. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30836. /**
  30837. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30838. */
  30839. disableUniformBuffers: boolean;
  30840. /** @hidden */
  30841. _uniformBuffers: UniformBuffer[];
  30842. /**
  30843. * Gets a boolean indicating that the engine supports uniform buffers
  30844. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30845. */
  30846. readonly supportsUniformBuffers: boolean;
  30847. /**
  30848. * Observable raised when the engine begins a new frame
  30849. */
  30850. onBeginFrameObservable: Observable<Engine>;
  30851. /**
  30852. * If set, will be used to request the next animation frame for the render loop
  30853. */
  30854. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30855. /**
  30856. * Observable raised when the engine ends the current frame
  30857. */
  30858. onEndFrameObservable: Observable<Engine>;
  30859. /**
  30860. * Observable raised when the engine is about to compile a shader
  30861. */
  30862. onBeforeShaderCompilationObservable: Observable<Engine>;
  30863. /**
  30864. * Observable raised when the engine has jsut compiled a shader
  30865. */
  30866. onAfterShaderCompilationObservable: Observable<Engine>;
  30867. /** @hidden */
  30868. _gl: WebGLRenderingContext;
  30869. private _renderingCanvas;
  30870. private _windowIsBackground;
  30871. private _webGLVersion;
  30872. protected _highPrecisionShadersAllowed: boolean;
  30873. /** @hidden */
  30874. readonly _shouldUseHighPrecisionShader: boolean;
  30875. /**
  30876. * Gets a boolean indicating that only power of 2 textures are supported
  30877. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30878. */
  30879. readonly needPOTTextures: boolean;
  30880. /** @hidden */
  30881. _badOS: boolean;
  30882. /** @hidden */
  30883. _badDesktopOS: boolean;
  30884. /**
  30885. * Gets the audio engine
  30886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30887. * @ignorenaming
  30888. */
  30889. static audioEngine: IAudioEngine;
  30890. /**
  30891. * Default AudioEngine factory responsible of creating the Audio Engine.
  30892. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30893. */
  30894. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30895. /**
  30896. * Default offline support factory responsible of creating a tool used to store data locally.
  30897. * By default, this will create a Database object if the workload has been embedded.
  30898. */
  30899. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30900. private _onFocus;
  30901. private _onBlur;
  30902. private _onCanvasPointerOut;
  30903. private _onCanvasBlur;
  30904. private _onCanvasFocus;
  30905. private _onFullscreenChange;
  30906. private _onPointerLockChange;
  30907. private _hardwareScalingLevel;
  30908. /** @hidden */
  30909. _caps: EngineCapabilities;
  30910. private _pointerLockRequested;
  30911. private _isStencilEnable;
  30912. private _colorWrite;
  30913. private _loadingScreen;
  30914. /** @hidden */
  30915. _drawCalls: PerfCounter;
  30916. private _glVersion;
  30917. private _glRenderer;
  30918. private _glVendor;
  30919. private _videoTextureSupported;
  30920. private _renderingQueueLaunched;
  30921. private _activeRenderLoops;
  30922. private _deterministicLockstep;
  30923. private _lockstepMaxSteps;
  30924. /**
  30925. * Observable signaled when a context lost event is raised
  30926. */
  30927. onContextLostObservable: Observable<Engine>;
  30928. /**
  30929. * Observable signaled when a context restored event is raised
  30930. */
  30931. onContextRestoredObservable: Observable<Engine>;
  30932. private _onContextLost;
  30933. private _onContextRestored;
  30934. private _contextWasLost;
  30935. /** @hidden */
  30936. _doNotHandleContextLost: boolean;
  30937. /**
  30938. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30939. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30940. */
  30941. doNotHandleContextLost: boolean;
  30942. private _performanceMonitor;
  30943. private _fps;
  30944. private _deltaTime;
  30945. /**
  30946. * Turn this value on if you want to pause FPS computation when in background
  30947. */
  30948. disablePerformanceMonitorInBackground: boolean;
  30949. /**
  30950. * Gets the performance monitor attached to this engine
  30951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30952. */
  30953. readonly performanceMonitor: PerformanceMonitor;
  30954. /**
  30955. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30956. */
  30957. disableVertexArrayObjects: boolean;
  30958. /** @hidden */
  30959. protected _depthCullingState: _DepthCullingState;
  30960. /** @hidden */
  30961. protected _stencilState: _StencilState;
  30962. /** @hidden */
  30963. protected _alphaState: _AlphaState;
  30964. /** @hidden */
  30965. protected _alphaMode: number;
  30966. /** @hidden */
  30967. _internalTexturesCache: InternalTexture[];
  30968. /** @hidden */
  30969. protected _activeChannel: number;
  30970. private _currentTextureChannel;
  30971. /** @hidden */
  30972. protected _boundTexturesCache: {
  30973. [key: string]: Nullable<InternalTexture>;
  30974. };
  30975. /** @hidden */
  30976. protected _currentEffect: Nullable<Effect>;
  30977. /** @hidden */
  30978. protected _currentProgram: Nullable<WebGLProgram>;
  30979. private _compiledEffects;
  30980. private _vertexAttribArraysEnabled;
  30981. /** @hidden */
  30982. protected _cachedViewport: Nullable<IViewportLike>;
  30983. private _cachedVertexArrayObject;
  30984. /** @hidden */
  30985. protected _cachedVertexBuffers: any;
  30986. /** @hidden */
  30987. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30988. /** @hidden */
  30989. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30990. /** @hidden */
  30991. _currentRenderTarget: Nullable<InternalTexture>;
  30992. private _uintIndicesCurrentlySet;
  30993. private _currentBoundBuffer;
  30994. /** @hidden */
  30995. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30996. private _currentBufferPointers;
  30997. private _currentInstanceLocations;
  30998. private _currentInstanceBuffers;
  30999. private _textureUnits;
  31000. /** @hidden */
  31001. _workingCanvas: Nullable<HTMLCanvasElement>;
  31002. /** @hidden */
  31003. _workingContext: Nullable<CanvasRenderingContext2D>;
  31004. private _rescalePostProcess;
  31005. private _dummyFramebuffer;
  31006. private _externalData;
  31007. /** @hidden */
  31008. _bindedRenderFunction: any;
  31009. private _vaoRecordInProgress;
  31010. private _mustWipeVertexAttributes;
  31011. private _emptyTexture;
  31012. private _emptyCubeTexture;
  31013. private _emptyTexture3D;
  31014. /** @hidden */
  31015. _frameHandler: number;
  31016. private _nextFreeTextureSlots;
  31017. private _maxSimultaneousTextures;
  31018. private _activeRequests;
  31019. private _texturesSupported;
  31020. /** @hidden */
  31021. _textureFormatInUse: Nullable<string>;
  31022. /**
  31023. * Gets the list of texture formats supported
  31024. */
  31025. readonly texturesSupported: Array<string>;
  31026. /**
  31027. * Gets the list of texture formats in use
  31028. */
  31029. readonly textureFormatInUse: Nullable<string>;
  31030. /**
  31031. * Gets the current viewport
  31032. */
  31033. readonly currentViewport: Nullable<IViewportLike>;
  31034. /**
  31035. * Gets the default empty texture
  31036. */
  31037. readonly emptyTexture: InternalTexture;
  31038. /**
  31039. * Gets the default empty 3D texture
  31040. */
  31041. readonly emptyTexture3D: InternalTexture;
  31042. /**
  31043. * Gets the default empty cube texture
  31044. */
  31045. readonly emptyCubeTexture: InternalTexture;
  31046. /**
  31047. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31048. */
  31049. readonly premultipliedAlpha: boolean;
  31050. /**
  31051. * Creates a new engine
  31052. * @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
  31053. * @param antialias defines enable antialiasing (default: false)
  31054. * @param options defines further options to be sent to the getContext() function
  31055. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31056. */
  31057. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31058. /**
  31059. * Initializes a webVR display and starts listening to display change events
  31060. * The onVRDisplayChangedObservable will be notified upon these changes
  31061. * @returns The onVRDisplayChangedObservable
  31062. */
  31063. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31064. /** @hidden */
  31065. _prepareVRComponent(): void;
  31066. /** @hidden */
  31067. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31068. /** @hidden */
  31069. _submitVRFrame(): void;
  31070. /**
  31071. * Call this function to leave webVR mode
  31072. * Will do nothing if webVR is not supported or if there is no webVR device
  31073. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31074. */
  31075. disableVR(): void;
  31076. /**
  31077. * Gets a boolean indicating that the system is in VR mode and is presenting
  31078. * @returns true if VR mode is engaged
  31079. */
  31080. isVRPresenting(): boolean;
  31081. /** @hidden */
  31082. _requestVRFrame(): void;
  31083. private _disableTouchAction;
  31084. private _rebuildInternalTextures;
  31085. private _rebuildEffects;
  31086. /**
  31087. * Gets a boolean indicating if all created effects are ready
  31088. * @returns true if all effects are ready
  31089. */
  31090. areAllEffectsReady(): boolean;
  31091. private _rebuildBuffers;
  31092. private _initGLContext;
  31093. /**
  31094. * Gets version of the current webGL context
  31095. */
  31096. readonly webGLVersion: number;
  31097. /**
  31098. * Gets a string idenfifying the name of the class
  31099. * @returns "Engine" string
  31100. */
  31101. getClassName(): string;
  31102. /**
  31103. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31104. */
  31105. readonly isStencilEnable: boolean;
  31106. /** @hidden */
  31107. _prepareWorkingCanvas(): void;
  31108. /**
  31109. * Reset the texture cache to empty state
  31110. */
  31111. resetTextureCache(): void;
  31112. /**
  31113. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31114. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31115. * @returns true if engine is in deterministic lock step mode
  31116. */
  31117. isDeterministicLockStep(): boolean;
  31118. /**
  31119. * Gets the max steps when engine is running in deterministic lock step
  31120. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31121. * @returns the max steps
  31122. */
  31123. getLockstepMaxSteps(): number;
  31124. /**
  31125. * Gets an object containing information about the current webGL context
  31126. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31127. */
  31128. getGlInfo(): {
  31129. vendor: string;
  31130. renderer: string;
  31131. version: string;
  31132. };
  31133. /**
  31134. * Gets current aspect ratio
  31135. * @param viewportOwner defines the camera to use to get the aspect ratio
  31136. * @param useScreen defines if screen size must be used (or the current render target if any)
  31137. * @returns a number defining the aspect ratio
  31138. */
  31139. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31140. /**
  31141. * Gets current screen aspect ratio
  31142. * @returns a number defining the aspect ratio
  31143. */
  31144. getScreenAspectRatio(): number;
  31145. /**
  31146. * Gets the current render width
  31147. * @param useScreen defines if screen size must be used (or the current render target if any)
  31148. * @returns a number defining the current render width
  31149. */
  31150. getRenderWidth(useScreen?: boolean): number;
  31151. /**
  31152. * Gets the current render height
  31153. * @param useScreen defines if screen size must be used (or the current render target if any)
  31154. * @returns a number defining the current render height
  31155. */
  31156. getRenderHeight(useScreen?: boolean): number;
  31157. /**
  31158. * Gets the HTML canvas attached with the current webGL context
  31159. * @returns a HTML canvas
  31160. */
  31161. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31162. /**
  31163. * Gets the client rect of the HTML canvas attached with the current webGL context
  31164. * @returns a client rectanglee
  31165. */
  31166. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31167. /**
  31168. * Defines the hardware scaling level.
  31169. * By default the hardware scaling level is computed from the window device ratio.
  31170. * 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.
  31171. * @param level defines the level to use
  31172. */
  31173. setHardwareScalingLevel(level: number): void;
  31174. /**
  31175. * Gets the current hardware scaling level.
  31176. * By default the hardware scaling level is computed from the window device ratio.
  31177. * 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.
  31178. * @returns a number indicating the current hardware scaling level
  31179. */
  31180. getHardwareScalingLevel(): number;
  31181. /**
  31182. * Gets the list of loaded textures
  31183. * @returns an array containing all loaded textures
  31184. */
  31185. getLoadedTexturesCache(): InternalTexture[];
  31186. /**
  31187. * Gets the object containing all engine capabilities
  31188. * @returns the EngineCapabilities object
  31189. */
  31190. getCaps(): EngineCapabilities;
  31191. /**
  31192. * Gets the current depth function
  31193. * @returns a number defining the depth function
  31194. */
  31195. getDepthFunction(): Nullable<number>;
  31196. /**
  31197. * Sets the current depth function
  31198. * @param depthFunc defines the function to use
  31199. */
  31200. setDepthFunction(depthFunc: number): void;
  31201. /**
  31202. * Sets the current depth function to GREATER
  31203. */
  31204. setDepthFunctionToGreater(): void;
  31205. /**
  31206. * Sets the current depth function to GEQUAL
  31207. */
  31208. setDepthFunctionToGreaterOrEqual(): void;
  31209. /**
  31210. * Sets the current depth function to LESS
  31211. */
  31212. setDepthFunctionToLess(): void;
  31213. private _cachedStencilBuffer;
  31214. private _cachedStencilFunction;
  31215. private _cachedStencilMask;
  31216. private _cachedStencilOperationPass;
  31217. private _cachedStencilOperationFail;
  31218. private _cachedStencilOperationDepthFail;
  31219. private _cachedStencilReference;
  31220. /**
  31221. * Caches the the state of the stencil buffer
  31222. */
  31223. cacheStencilState(): void;
  31224. /**
  31225. * Restores the state of the stencil buffer
  31226. */
  31227. restoreStencilState(): void;
  31228. /**
  31229. * Sets the current depth function to LEQUAL
  31230. */
  31231. setDepthFunctionToLessOrEqual(): void;
  31232. /**
  31233. * Gets a boolean indicating if stencil buffer is enabled
  31234. * @returns the current stencil buffer state
  31235. */
  31236. getStencilBuffer(): boolean;
  31237. /**
  31238. * Enable or disable the stencil buffer
  31239. * @param enable defines if the stencil buffer must be enabled or disabled
  31240. */
  31241. setStencilBuffer(enable: boolean): void;
  31242. /**
  31243. * Gets the current stencil mask
  31244. * @returns a number defining the new stencil mask to use
  31245. */
  31246. getStencilMask(): number;
  31247. /**
  31248. * Sets the current stencil mask
  31249. * @param mask defines the new stencil mask to use
  31250. */
  31251. setStencilMask(mask: number): void;
  31252. /**
  31253. * Gets the current stencil function
  31254. * @returns a number defining the stencil function to use
  31255. */
  31256. getStencilFunction(): number;
  31257. /**
  31258. * Gets the current stencil reference value
  31259. * @returns a number defining the stencil reference value to use
  31260. */
  31261. getStencilFunctionReference(): number;
  31262. /**
  31263. * Gets the current stencil mask
  31264. * @returns a number defining the stencil mask to use
  31265. */
  31266. getStencilFunctionMask(): number;
  31267. /**
  31268. * Sets the current stencil function
  31269. * @param stencilFunc defines the new stencil function to use
  31270. */
  31271. setStencilFunction(stencilFunc: number): void;
  31272. /**
  31273. * Sets the current stencil reference
  31274. * @param reference defines the new stencil reference to use
  31275. */
  31276. setStencilFunctionReference(reference: number): void;
  31277. /**
  31278. * Sets the current stencil mask
  31279. * @param mask defines the new stencil mask to use
  31280. */
  31281. setStencilFunctionMask(mask: number): void;
  31282. /**
  31283. * Gets the current stencil operation when stencil fails
  31284. * @returns a number defining stencil operation to use when stencil fails
  31285. */
  31286. getStencilOperationFail(): number;
  31287. /**
  31288. * Gets the current stencil operation when depth fails
  31289. * @returns a number defining stencil operation to use when depth fails
  31290. */
  31291. getStencilOperationDepthFail(): number;
  31292. /**
  31293. * Gets the current stencil operation when stencil passes
  31294. * @returns a number defining stencil operation to use when stencil passes
  31295. */
  31296. getStencilOperationPass(): number;
  31297. /**
  31298. * Sets the stencil operation to use when stencil fails
  31299. * @param operation defines the stencil operation to use when stencil fails
  31300. */
  31301. setStencilOperationFail(operation: number): void;
  31302. /**
  31303. * Sets the stencil operation to use when depth fails
  31304. * @param operation defines the stencil operation to use when depth fails
  31305. */
  31306. setStencilOperationDepthFail(operation: number): void;
  31307. /**
  31308. * Sets the stencil operation to use when stencil passes
  31309. * @param operation defines the stencil operation to use when stencil passes
  31310. */
  31311. setStencilOperationPass(operation: number): void;
  31312. /**
  31313. * Sets a boolean indicating if the dithering state is enabled or disabled
  31314. * @param value defines the dithering state
  31315. */
  31316. setDitheringState(value: boolean): void;
  31317. /**
  31318. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31319. * @param value defines the rasterizer state
  31320. */
  31321. setRasterizerState(value: boolean): void;
  31322. /**
  31323. * stop executing a render loop function and remove it from the execution array
  31324. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31325. */
  31326. stopRenderLoop(renderFunction?: () => void): void;
  31327. /** @hidden */
  31328. _renderLoop(): void;
  31329. /**
  31330. * Register and execute a render loop. The engine can have more than one render function
  31331. * @param renderFunction defines the function to continuously execute
  31332. */
  31333. runRenderLoop(renderFunction: () => void): void;
  31334. /**
  31335. * Toggle full screen mode
  31336. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31337. */
  31338. switchFullscreen(requestPointerLock: boolean): void;
  31339. /**
  31340. * Enters full screen mode
  31341. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31342. */
  31343. enterFullscreen(requestPointerLock: boolean): void;
  31344. /**
  31345. * Exits full screen mode
  31346. */
  31347. exitFullscreen(): void;
  31348. /**
  31349. * Enters Pointerlock mode
  31350. */
  31351. enterPointerlock(): void;
  31352. /**
  31353. * Exits Pointerlock mode
  31354. */
  31355. exitPointerlock(): void;
  31356. /**
  31357. * Clear the current render buffer or the current render target (if any is set up)
  31358. * @param color defines the color to use
  31359. * @param backBuffer defines if the back buffer must be cleared
  31360. * @param depth defines if the depth buffer must be cleared
  31361. * @param stencil defines if the stencil buffer must be cleared
  31362. */
  31363. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31364. /**
  31365. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31366. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31367. * @param y defines the y-coordinate of the corner of the clear rectangle
  31368. * @param width defines the width of the clear rectangle
  31369. * @param height defines the height of the clear rectangle
  31370. * @param clearColor defines the clear color
  31371. */
  31372. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31373. /**
  31374. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31375. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31376. * @param y defines the y-coordinate of the corner of the clear rectangle
  31377. * @param width defines the width of the clear rectangle
  31378. * @param height defines the height of the clear rectangle
  31379. */
  31380. enableScissor(x: number, y: number, width: number, height: number): void;
  31381. /**
  31382. * Disable previously set scissor test rectangle
  31383. */
  31384. disableScissor(): void;
  31385. private _viewportCached;
  31386. /** @hidden */
  31387. _viewport(x: number, y: number, width: number, height: number): void;
  31388. /**
  31389. * Set the WebGL's viewport
  31390. * @param viewport defines the viewport element to be used
  31391. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31392. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31393. */
  31394. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31395. /**
  31396. * Directly set the WebGL Viewport
  31397. * @param x defines the x coordinate of the viewport (in screen space)
  31398. * @param y defines the y coordinate of the viewport (in screen space)
  31399. * @param width defines the width of the viewport (in screen space)
  31400. * @param height defines the height of the viewport (in screen space)
  31401. * @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
  31402. */
  31403. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31404. /**
  31405. * Begin a new frame
  31406. */
  31407. beginFrame(): void;
  31408. /**
  31409. * Enf the current frame
  31410. */
  31411. endFrame(): void;
  31412. /**
  31413. * Resize the view according to the canvas' size
  31414. */
  31415. resize(): void;
  31416. /**
  31417. * Force a specific size of the canvas
  31418. * @param width defines the new canvas' width
  31419. * @param height defines the new canvas' height
  31420. */
  31421. setSize(width: number, height: number): void;
  31422. /**
  31423. * Binds the frame buffer to the specified texture.
  31424. * @param texture The texture to render to or null for the default canvas
  31425. * @param faceIndex The face of the texture to render to in case of cube texture
  31426. * @param requiredWidth The width of the target to render to
  31427. * @param requiredHeight The height of the target to render to
  31428. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31429. * @param depthStencilTexture The depth stencil texture to use to render
  31430. * @param lodLevel defines le lod level to bind to the frame buffer
  31431. */
  31432. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31433. /** @hidden */
  31434. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31435. /**
  31436. * Unbind the current render target texture from the webGL context
  31437. * @param texture defines the render target texture to unbind
  31438. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31439. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31440. */
  31441. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31442. /**
  31443. * Force the mipmap generation for the given render target texture
  31444. * @param texture defines the render target texture to use
  31445. */
  31446. generateMipMapsForCubemap(texture: InternalTexture): void;
  31447. /**
  31448. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31449. */
  31450. flushFramebuffer(): void;
  31451. /**
  31452. * Unbind the current render target and bind the default framebuffer
  31453. */
  31454. restoreDefaultFramebuffer(): void;
  31455. /**
  31456. * Create an uniform buffer
  31457. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31458. * @param elements defines the content of the uniform buffer
  31459. * @returns the webGL uniform buffer
  31460. */
  31461. createUniformBuffer(elements: FloatArray): DataBuffer;
  31462. /**
  31463. * Create a dynamic uniform buffer
  31464. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31465. * @param elements defines the content of the uniform buffer
  31466. * @returns the webGL uniform buffer
  31467. */
  31468. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31469. /**
  31470. * Update an existing uniform buffer
  31471. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31472. * @param uniformBuffer defines the target uniform buffer
  31473. * @param elements defines the content to update
  31474. * @param offset defines the offset in the uniform buffer where update should start
  31475. * @param count defines the size of the data to update
  31476. */
  31477. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31478. private _resetVertexBufferBinding;
  31479. /**
  31480. * Creates a vertex buffer
  31481. * @param data the data for the vertex buffer
  31482. * @returns the new WebGL static buffer
  31483. */
  31484. createVertexBuffer(data: DataArray): DataBuffer;
  31485. /**
  31486. * Creates a dynamic vertex buffer
  31487. * @param data the data for the dynamic vertex buffer
  31488. * @returns the new WebGL dynamic buffer
  31489. */
  31490. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31491. /**
  31492. * Update a dynamic index buffer
  31493. * @param indexBuffer defines the target index buffer
  31494. * @param indices defines the data to update
  31495. * @param offset defines the offset in the target index buffer where update should start
  31496. */
  31497. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31498. /**
  31499. * Updates a dynamic vertex buffer.
  31500. * @param vertexBuffer the vertex buffer to update
  31501. * @param data the data used to update the vertex buffer
  31502. * @param byteOffset the byte offset of the data
  31503. * @param byteLength the byte length of the data
  31504. */
  31505. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31506. private _resetIndexBufferBinding;
  31507. /**
  31508. * Creates a new index buffer
  31509. * @param indices defines the content of the index buffer
  31510. * @param updatable defines if the index buffer must be updatable
  31511. * @returns a new webGL buffer
  31512. */
  31513. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31514. /**
  31515. * Bind a webGL buffer to the webGL context
  31516. * @param buffer defines the buffer to bind
  31517. */
  31518. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31519. /**
  31520. * Bind an uniform buffer to the current webGL context
  31521. * @param buffer defines the buffer to bind
  31522. */
  31523. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31524. /**
  31525. * Bind a buffer to the current webGL context at a given location
  31526. * @param buffer defines the buffer to bind
  31527. * @param location defines the index where to bind the buffer
  31528. */
  31529. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31530. /**
  31531. * Bind a specific block at a given index in a specific shader program
  31532. * @param pipelineContext defines the pipeline context to use
  31533. * @param blockName defines the block name
  31534. * @param index defines the index where to bind the block
  31535. */
  31536. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31537. private bindIndexBuffer;
  31538. private bindBuffer;
  31539. /**
  31540. * update the bound buffer with the given data
  31541. * @param data defines the data to update
  31542. */
  31543. updateArrayBuffer(data: Float32Array): void;
  31544. private _vertexAttribPointer;
  31545. private _bindIndexBufferWithCache;
  31546. private _bindVertexBuffersAttributes;
  31547. /**
  31548. * Records a vertex array object
  31549. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31550. * @param vertexBuffers defines the list of vertex buffers to store
  31551. * @param indexBuffer defines the index buffer to store
  31552. * @param effect defines the effect to store
  31553. * @returns the new vertex array object
  31554. */
  31555. recordVertexArrayObject(vertexBuffers: {
  31556. [key: string]: VertexBuffer;
  31557. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31558. /**
  31559. * Bind a specific vertex array object
  31560. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31561. * @param vertexArrayObject defines the vertex array object to bind
  31562. * @param indexBuffer defines the index buffer to bind
  31563. */
  31564. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31565. /**
  31566. * Bind webGl buffers directly to the webGL context
  31567. * @param vertexBuffer defines the vertex buffer to bind
  31568. * @param indexBuffer defines the index buffer to bind
  31569. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31570. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31571. * @param effect defines the effect associated with the vertex buffer
  31572. */
  31573. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31574. private _unbindVertexArrayObject;
  31575. /**
  31576. * Bind a list of vertex buffers to the webGL context
  31577. * @param vertexBuffers defines the list of vertex buffers to bind
  31578. * @param indexBuffer defines the index buffer to bind
  31579. * @param effect defines the effect associated with the vertex buffers
  31580. */
  31581. bindBuffers(vertexBuffers: {
  31582. [key: string]: Nullable<VertexBuffer>;
  31583. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31584. /**
  31585. * Unbind all instance attributes
  31586. */
  31587. unbindInstanceAttributes(): void;
  31588. /**
  31589. * Release and free the memory of a vertex array object
  31590. * @param vao defines the vertex array object to delete
  31591. */
  31592. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31593. /** @hidden */
  31594. _releaseBuffer(buffer: DataBuffer): boolean;
  31595. /**
  31596. * Creates a webGL buffer to use with instanciation
  31597. * @param capacity defines the size of the buffer
  31598. * @returns the webGL buffer
  31599. */
  31600. createInstancesBuffer(capacity: number): DataBuffer;
  31601. /**
  31602. * Delete a webGL buffer used with instanciation
  31603. * @param buffer defines the webGL buffer to delete
  31604. */
  31605. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31606. /**
  31607. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31608. * @param instancesBuffer defines the webGL buffer to update and bind
  31609. * @param data defines the data to store in the buffer
  31610. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31611. */
  31612. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31613. /**
  31614. * Apply all cached states (depth, culling, stencil and alpha)
  31615. */
  31616. applyStates(): void;
  31617. /**
  31618. * Send a draw order
  31619. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31620. * @param indexStart defines the starting index
  31621. * @param indexCount defines the number of index to draw
  31622. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31623. */
  31624. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31625. /**
  31626. * Draw a list of points
  31627. * @param verticesStart defines the index of first vertex to draw
  31628. * @param verticesCount defines the count of vertices to draw
  31629. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31630. */
  31631. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31632. /**
  31633. * Draw a list of unindexed primitives
  31634. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31635. * @param verticesStart defines the index of first vertex to draw
  31636. * @param verticesCount defines the count of vertices to draw
  31637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31638. */
  31639. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31640. /**
  31641. * Draw a list of indexed primitives
  31642. * @param fillMode defines the primitive to use
  31643. * @param indexStart defines the starting index
  31644. * @param indexCount defines the number of index to draw
  31645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31646. */
  31647. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31648. /**
  31649. * Draw a list of unindexed primitives
  31650. * @param fillMode defines the primitive to use
  31651. * @param verticesStart defines the index of first vertex to draw
  31652. * @param verticesCount defines the count of vertices to draw
  31653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31654. */
  31655. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31656. private _drawMode;
  31657. /** @hidden */
  31658. _releaseEffect(effect: Effect): void;
  31659. /** @hidden */
  31660. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31661. /**
  31662. * Create a new effect (used to store vertex/fragment shaders)
  31663. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31664. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31665. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31666. * @param samplers defines an array of string used to represent textures
  31667. * @param defines defines the string containing the defines to use to compile the shaders
  31668. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31669. * @param onCompiled defines a function to call when the effect creation is successful
  31670. * @param onError defines a function to call when the effect creation has failed
  31671. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31672. * @returns the new Effect
  31673. */
  31674. 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;
  31675. private _compileShader;
  31676. private _compileRawShader;
  31677. /**
  31678. * Directly creates a webGL program
  31679. * @param pipelineContext defines the pipeline context to attach to
  31680. * @param vertexCode defines the vertex shader code to use
  31681. * @param fragmentCode defines the fragment shader code to use
  31682. * @param context defines the webGL context to use (if not set, the current one will be used)
  31683. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31684. * @returns the new webGL program
  31685. */
  31686. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31687. /**
  31688. * Creates a webGL program
  31689. * @param pipelineContext defines the pipeline context to attach to
  31690. * @param vertexCode defines the vertex shader code to use
  31691. * @param fragmentCode defines the fragment shader code to use
  31692. * @param defines defines the string containing the defines to use to compile the shaders
  31693. * @param context defines the webGL context to use (if not set, the current one will be used)
  31694. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31695. * @returns the new webGL program
  31696. */
  31697. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31698. /**
  31699. * Creates a new pipeline context
  31700. * @returns the new pipeline
  31701. */
  31702. createPipelineContext(): WebGLPipelineContext;
  31703. private _createShaderProgram;
  31704. private _finalizePipelineContext;
  31705. /** @hidden */
  31706. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31707. /** @hidden */
  31708. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31709. /** @hidden */
  31710. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31711. /**
  31712. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31713. * @param pipelineContext defines the pipeline context to use
  31714. * @param uniformsNames defines the list of uniform names
  31715. * @returns an array of webGL uniform locations
  31716. */
  31717. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31718. /**
  31719. * Gets the lsit of active attributes for a given webGL program
  31720. * @param pipelineContext defines the pipeline context to use
  31721. * @param attributesNames defines the list of attribute names to get
  31722. * @returns an array of indices indicating the offset of each attribute
  31723. */
  31724. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31725. /**
  31726. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31727. * @param effect defines the effect to activate
  31728. */
  31729. enableEffect(effect: Nullable<Effect>): void;
  31730. /**
  31731. * Set the value of an uniform to an array of int32
  31732. * @param uniform defines the webGL uniform location where to store the value
  31733. * @param array defines the array of int32 to store
  31734. */
  31735. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31736. /**
  31737. * Set the value of an uniform to an array of int32 (stored as vec2)
  31738. * @param uniform defines the webGL uniform location where to store the value
  31739. * @param array defines the array of int32 to store
  31740. */
  31741. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31742. /**
  31743. * Set the value of an uniform to an array of int32 (stored as vec3)
  31744. * @param uniform defines the webGL uniform location where to store the value
  31745. * @param array defines the array of int32 to store
  31746. */
  31747. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31748. /**
  31749. * Set the value of an uniform to an array of int32 (stored as vec4)
  31750. * @param uniform defines the webGL uniform location where to store the value
  31751. * @param array defines the array of int32 to store
  31752. */
  31753. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31754. /**
  31755. * Set the value of an uniform to an array of float32
  31756. * @param uniform defines the webGL uniform location where to store the value
  31757. * @param array defines the array of float32 to store
  31758. */
  31759. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31760. /**
  31761. * Set the value of an uniform to an array of float32 (stored as vec2)
  31762. * @param uniform defines the webGL uniform location where to store the value
  31763. * @param array defines the array of float32 to store
  31764. */
  31765. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31766. /**
  31767. * Set the value of an uniform to an array of float32 (stored as vec3)
  31768. * @param uniform defines the webGL uniform location where to store the value
  31769. * @param array defines the array of float32 to store
  31770. */
  31771. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31772. /**
  31773. * Set the value of an uniform to an array of float32 (stored as vec4)
  31774. * @param uniform defines the webGL uniform location where to store the value
  31775. * @param array defines the array of float32 to store
  31776. */
  31777. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31778. /**
  31779. * Set the value of an uniform to an array of number
  31780. * @param uniform defines the webGL uniform location where to store the value
  31781. * @param array defines the array of number to store
  31782. */
  31783. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31784. /**
  31785. * Set the value of an uniform to an array of number (stored as vec2)
  31786. * @param uniform defines the webGL uniform location where to store the value
  31787. * @param array defines the array of number to store
  31788. */
  31789. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31790. /**
  31791. * Set the value of an uniform to an array of number (stored as vec3)
  31792. * @param uniform defines the webGL uniform location where to store the value
  31793. * @param array defines the array of number to store
  31794. */
  31795. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31796. /**
  31797. * Set the value of an uniform to an array of number (stored as vec4)
  31798. * @param uniform defines the webGL uniform location where to store the value
  31799. * @param array defines the array of number to store
  31800. */
  31801. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31802. /**
  31803. * Set the value of an uniform to an array of float32 (stored as matrices)
  31804. * @param uniform defines the webGL uniform location where to store the value
  31805. * @param matrices defines the array of float32 to store
  31806. */
  31807. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31808. /**
  31809. * Set the value of an uniform to a matrix (3x3)
  31810. * @param uniform defines the webGL uniform location where to store the value
  31811. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31812. */
  31813. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31814. /**
  31815. * Set the value of an uniform to a matrix (2x2)
  31816. * @param uniform defines the webGL uniform location where to store the value
  31817. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31818. */
  31819. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31820. /**
  31821. * Set the value of an uniform to a number (int)
  31822. * @param uniform defines the webGL uniform location where to store the value
  31823. * @param value defines the int number to store
  31824. */
  31825. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31826. /**
  31827. * Set the value of an uniform to a number (float)
  31828. * @param uniform defines the webGL uniform location where to store the value
  31829. * @param value defines the float number to store
  31830. */
  31831. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31832. /**
  31833. * Set the value of an uniform to a vec2
  31834. * @param uniform defines the webGL uniform location where to store the value
  31835. * @param x defines the 1st component of the value
  31836. * @param y defines the 2nd component of the value
  31837. */
  31838. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31839. /**
  31840. * Set the value of an uniform to a vec3
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param x defines the 1st component of the value
  31843. * @param y defines the 2nd component of the value
  31844. * @param z defines the 3rd component of the value
  31845. */
  31846. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31847. /**
  31848. * Set the value of an uniform to a boolean
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param bool defines the boolean to store
  31851. */
  31852. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31853. /**
  31854. * Set the value of an uniform to a vec4
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param x defines the 1st component of the value
  31857. * @param y defines the 2nd component of the value
  31858. * @param z defines the 3rd component of the value
  31859. * @param w defines the 4th component of the value
  31860. */
  31861. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31862. /**
  31863. * Sets a Color4 on a uniform variable
  31864. * @param uniform defines the uniform location
  31865. * @param color4 defines the value to be set
  31866. */
  31867. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31868. /**
  31869. * Set various states to the webGL context
  31870. * @param culling defines backface culling state
  31871. * @param zOffset defines the value to apply to zOffset (0 by default)
  31872. * @param force defines if states must be applied even if cache is up to date
  31873. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31874. */
  31875. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31876. /**
  31877. * Set the z offset to apply to current rendering
  31878. * @param value defines the offset to apply
  31879. */
  31880. setZOffset(value: number): void;
  31881. /**
  31882. * Gets the current value of the zOffset
  31883. * @returns the current zOffset state
  31884. */
  31885. getZOffset(): number;
  31886. /**
  31887. * Enable or disable depth buffering
  31888. * @param enable defines the state to set
  31889. */
  31890. setDepthBuffer(enable: boolean): void;
  31891. /**
  31892. * Gets a boolean indicating if depth writing is enabled
  31893. * @returns the current depth writing state
  31894. */
  31895. getDepthWrite(): boolean;
  31896. /**
  31897. * Enable or disable depth writing
  31898. * @param enable defines the state to set
  31899. */
  31900. setDepthWrite(enable: boolean): void;
  31901. /**
  31902. * Enable or disable color writing
  31903. * @param enable defines the state to set
  31904. */
  31905. setColorWrite(enable: boolean): void;
  31906. /**
  31907. * Gets a boolean indicating if color writing is enabled
  31908. * @returns the current color writing state
  31909. */
  31910. getColorWrite(): boolean;
  31911. /**
  31912. * Sets alpha constants used by some alpha blending modes
  31913. * @param r defines the red component
  31914. * @param g defines the green component
  31915. * @param b defines the blue component
  31916. * @param a defines the alpha component
  31917. */
  31918. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31919. /**
  31920. * Sets the current alpha mode
  31921. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31922. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31923. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31924. */
  31925. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31926. /**
  31927. * Gets the current alpha mode
  31928. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31929. * @returns the current alpha mode
  31930. */
  31931. getAlphaMode(): number;
  31932. /**
  31933. * Clears the list of texture accessible through engine.
  31934. * This can help preventing texture load conflict due to name collision.
  31935. */
  31936. clearInternalTexturesCache(): void;
  31937. /**
  31938. * Force the entire cache to be cleared
  31939. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31940. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31941. */
  31942. wipeCaches(bruteForce?: boolean): void;
  31943. /**
  31944. * Set the compressed texture format to use, based on the formats you have, and the formats
  31945. * supported by the hardware / browser.
  31946. *
  31947. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31948. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31949. * to API arguments needed to compressed textures. This puts the burden on the container
  31950. * generator to house the arcane code for determining these for current & future formats.
  31951. *
  31952. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31953. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31954. *
  31955. * Note: The result of this call is not taken into account when a texture is base64.
  31956. *
  31957. * @param formatsAvailable defines the list of those format families you have created
  31958. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31959. *
  31960. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31961. * @returns The extension selected.
  31962. */
  31963. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31964. /** @hidden */
  31965. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31966. min: number;
  31967. mag: number;
  31968. };
  31969. /** @hidden */
  31970. _createTexture(): WebGLTexture;
  31971. /**
  31972. * Usually called from Texture.ts.
  31973. * Passed information to create a WebGLTexture
  31974. * @param urlArg defines a value which contains one of the following:
  31975. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31976. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31977. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31978. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31979. * @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)
  31980. * @param scene needed for loading to the correct scene
  31981. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31982. * @param onLoad optional callback to be called upon successful completion
  31983. * @param onError optional callback to be called upon failure
  31984. * @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
  31985. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31986. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31987. * @param forcedExtension defines the extension to use to pick the right loader
  31988. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31989. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31990. */
  31991. 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;
  31992. /**
  31993. * @hidden
  31994. * Rescales a texture
  31995. * @param source input texutre
  31996. * @param destination destination texture
  31997. * @param scene scene to use to render the resize
  31998. * @param internalFormat format to use when resizing
  31999. * @param onComplete callback to be called when resize has completed
  32000. */
  32001. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32002. private _unpackFlipYCached;
  32003. /**
  32004. * In case you are sharing the context with other applications, it might
  32005. * be interested to not cache the unpack flip y state to ensure a consistent
  32006. * value would be set.
  32007. */
  32008. enableUnpackFlipYCached: boolean;
  32009. /** @hidden */
  32010. _unpackFlipY(value: boolean): void;
  32011. /** @hidden */
  32012. _getUnpackAlignement(): number;
  32013. /**
  32014. * Creates a dynamic texture
  32015. * @param width defines the width of the texture
  32016. * @param height defines the height of the texture
  32017. * @param generateMipMaps defines if the engine should generate the mip levels
  32018. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32019. * @returns the dynamic texture inside an InternalTexture
  32020. */
  32021. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32022. /**
  32023. * Update the sampling mode of a given texture
  32024. * @param samplingMode defines the required sampling mode
  32025. * @param texture defines the texture to update
  32026. */
  32027. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32028. /**
  32029. * Update the content of a dynamic texture
  32030. * @param texture defines the texture to update
  32031. * @param canvas defines the canvas containing the source
  32032. * @param invertY defines if data must be stored with Y axis inverted
  32033. * @param premulAlpha defines if alpha is stored as premultiplied
  32034. * @param format defines the format of the data
  32035. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32036. */
  32037. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32038. /**
  32039. * Update a video texture
  32040. * @param texture defines the texture to update
  32041. * @param video defines the video element to use
  32042. * @param invertY defines if data must be stored with Y axis inverted
  32043. */
  32044. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32045. /**
  32046. * Updates a depth texture Comparison Mode and Function.
  32047. * If the comparison Function is equal to 0, the mode will be set to none.
  32048. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32049. * @param texture The texture to set the comparison function for
  32050. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32051. */
  32052. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32053. /** @hidden */
  32054. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32055. width: number;
  32056. height: number;
  32057. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32058. /**
  32059. * Creates a depth stencil texture.
  32060. * This is only available in WebGL 2 or with the depth texture extension available.
  32061. * @param size The size of face edge in the texture.
  32062. * @param options The options defining the texture.
  32063. * @returns The texture
  32064. */
  32065. createDepthStencilTexture(size: number | {
  32066. width: number;
  32067. height: number;
  32068. }, options: DepthTextureCreationOptions): InternalTexture;
  32069. /**
  32070. * Creates a depth stencil texture.
  32071. * This is only available in WebGL 2 or with the depth texture extension available.
  32072. * @param size The size of face edge in the texture.
  32073. * @param options The options defining the texture.
  32074. * @returns The texture
  32075. */
  32076. private _createDepthStencilTexture;
  32077. /**
  32078. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32079. * @param renderTarget The render target to set the frame buffer for
  32080. */
  32081. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32082. /**
  32083. * Creates a new render target texture
  32084. * @param size defines the size of the texture
  32085. * @param options defines the options used to create the texture
  32086. * @returns a new render target texture stored in an InternalTexture
  32087. */
  32088. createRenderTargetTexture(size: number | {
  32089. width: number;
  32090. height: number;
  32091. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32092. /** @hidden */
  32093. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32094. /**
  32095. * Updates the sample count of a render target texture
  32096. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32097. * @param texture defines the texture to update
  32098. * @param samples defines the sample count to set
  32099. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32100. */
  32101. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32102. /** @hidden */
  32103. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32104. /** @hidden */
  32105. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32106. /** @hidden */
  32107. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32108. /** @hidden */
  32109. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32110. /**
  32111. * @hidden
  32112. */
  32113. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32114. private _prepareWebGLTextureContinuation;
  32115. private _prepareWebGLTexture;
  32116. /** @hidden */
  32117. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32118. /** @hidden */
  32119. _releaseFramebufferObjects(texture: InternalTexture): void;
  32120. /** @hidden */
  32121. _releaseTexture(texture: InternalTexture): void;
  32122. private setProgram;
  32123. private _boundUniforms;
  32124. /**
  32125. * Binds an effect to the webGL context
  32126. * @param effect defines the effect to bind
  32127. */
  32128. bindSamplers(effect: Effect): void;
  32129. private _activateCurrentTexture;
  32130. /** @hidden */
  32131. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32132. /** @hidden */
  32133. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32134. /**
  32135. * Sets a texture to the webGL context from a postprocess
  32136. * @param channel defines the channel to use
  32137. * @param postProcess defines the source postprocess
  32138. */
  32139. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32140. /**
  32141. * Binds the output of the passed in post process to the texture channel specified
  32142. * @param channel The channel the texture should be bound to
  32143. * @param postProcess The post process which's output should be bound
  32144. */
  32145. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32146. /**
  32147. * Unbind all textures from the webGL context
  32148. */
  32149. unbindAllTextures(): void;
  32150. /**
  32151. * Sets a texture to the according uniform.
  32152. * @param channel The texture channel
  32153. * @param uniform The uniform to set
  32154. * @param texture The texture to apply
  32155. */
  32156. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32157. /**
  32158. * Sets a depth stencil texture from a render target to the according uniform.
  32159. * @param channel The texture channel
  32160. * @param uniform The uniform to set
  32161. * @param texture The render target texture containing the depth stencil texture to apply
  32162. */
  32163. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32164. private _bindSamplerUniformToChannel;
  32165. private _getTextureWrapMode;
  32166. private _setTexture;
  32167. /**
  32168. * Sets an array of texture to the webGL context
  32169. * @param channel defines the channel where the texture array must be set
  32170. * @param uniform defines the associated uniform location
  32171. * @param textures defines the array of textures to bind
  32172. */
  32173. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32174. /** @hidden */
  32175. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32176. private _setTextureParameterFloat;
  32177. private _setTextureParameterInteger;
  32178. /**
  32179. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32180. * @param x defines the x coordinate of the rectangle where pixels must be read
  32181. * @param y defines the y coordinate of the rectangle where pixels must be read
  32182. * @param width defines the width of the rectangle where pixels must be read
  32183. * @param height defines the height of the rectangle where pixels must be read
  32184. * @returns a Uint8Array containing RGBA colors
  32185. */
  32186. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32187. /**
  32188. * Add an externaly attached data from its key.
  32189. * This method call will fail and return false, if such key already exists.
  32190. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32191. * @param key the unique key that identifies the data
  32192. * @param data the data object to associate to the key for this Engine instance
  32193. * @return true if no such key were already present and the data was added successfully, false otherwise
  32194. */
  32195. addExternalData<T>(key: string, data: T): boolean;
  32196. /**
  32197. * Get an externaly attached data from its key
  32198. * @param key the unique key that identifies the data
  32199. * @return the associated data, if present (can be null), or undefined if not present
  32200. */
  32201. getExternalData<T>(key: string): T;
  32202. /**
  32203. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32204. * @param key the unique key that identifies the data
  32205. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32206. * @return the associated data, can be null if the factory returned null.
  32207. */
  32208. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32209. /**
  32210. * Remove an externaly attached data from the Engine instance
  32211. * @param key the unique key that identifies the data
  32212. * @return true if the data was successfully removed, false if it doesn't exist
  32213. */
  32214. removeExternalData(key: string): boolean;
  32215. /**
  32216. * Unbind all vertex attributes from the webGL context
  32217. */
  32218. unbindAllAttributes(): void;
  32219. /**
  32220. * 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
  32221. */
  32222. releaseEffects(): void;
  32223. /**
  32224. * Dispose and release all associated resources
  32225. */
  32226. dispose(): void;
  32227. /**
  32228. * Display the loading screen
  32229. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32230. */
  32231. displayLoadingUI(): void;
  32232. /**
  32233. * Hide the loading screen
  32234. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32235. */
  32236. hideLoadingUI(): void;
  32237. /**
  32238. * Gets the current loading screen object
  32239. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32240. */
  32241. /**
  32242. * Sets the current loading screen object
  32243. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32244. */
  32245. loadingScreen: ILoadingScreen;
  32246. /**
  32247. * Sets the current loading screen text
  32248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32249. */
  32250. loadingUIText: string;
  32251. /**
  32252. * Sets the current loading screen background color
  32253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32254. */
  32255. loadingUIBackgroundColor: string;
  32256. /**
  32257. * Attach a new callback raised when context lost event is fired
  32258. * @param callback defines the callback to call
  32259. */
  32260. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32261. /**
  32262. * Attach a new callback raised when context restored event is fired
  32263. * @param callback defines the callback to call
  32264. */
  32265. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32266. /**
  32267. * Gets the source code of the vertex shader associated with a specific webGL program
  32268. * @param program defines the program to use
  32269. * @returns a string containing the source code of the vertex shader associated with the program
  32270. */
  32271. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32272. /**
  32273. * Gets the source code of the fragment shader associated with a specific webGL program
  32274. * @param program defines the program to use
  32275. * @returns a string containing the source code of the fragment shader associated with the program
  32276. */
  32277. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32278. /**
  32279. * Get the current error code of the webGL context
  32280. * @returns the error code
  32281. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32282. */
  32283. getError(): number;
  32284. /**
  32285. * Gets the current framerate
  32286. * @returns a number representing the framerate
  32287. */
  32288. getFps(): number;
  32289. /**
  32290. * Gets the time spent between current and previous frame
  32291. * @returns a number representing the delta time in ms
  32292. */
  32293. getDeltaTime(): number;
  32294. private _measureFps;
  32295. /** @hidden */
  32296. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32297. private _canRenderToFloatFramebuffer;
  32298. private _canRenderToHalfFloatFramebuffer;
  32299. private _canRenderToFramebuffer;
  32300. /** @hidden */
  32301. _getWebGLTextureType(type: number): number;
  32302. /** @hidden */
  32303. _getInternalFormat(format: number): number;
  32304. /** @hidden */
  32305. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32306. /** @hidden */
  32307. _getRGBAMultiSampleBufferFormat(type: number): number;
  32308. /** @hidden */
  32309. _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;
  32310. /** @hidden */
  32311. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32312. /**
  32313. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32314. * @returns true if the engine can be created
  32315. * @ignorenaming
  32316. */
  32317. static isSupported(): boolean;
  32318. /**
  32319. * Find the next highest power of two.
  32320. * @param x Number to start search from.
  32321. * @return Next highest power of two.
  32322. */
  32323. static CeilingPOT(x: number): number;
  32324. /**
  32325. * Find the next lowest power of two.
  32326. * @param x Number to start search from.
  32327. * @return Next lowest power of two.
  32328. */
  32329. static FloorPOT(x: number): number;
  32330. /**
  32331. * Find the nearest power of two.
  32332. * @param x Number to start search from.
  32333. * @return Next nearest power of two.
  32334. */
  32335. static NearestPOT(x: number): number;
  32336. /**
  32337. * Get the closest exponent of two
  32338. * @param value defines the value to approximate
  32339. * @param max defines the maximum value to return
  32340. * @param mode defines how to define the closest value
  32341. * @returns closest exponent of two of the given value
  32342. */
  32343. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32344. /**
  32345. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32346. * @param func - the function to be called
  32347. * @param requester - the object that will request the next frame. Falls back to window.
  32348. * @returns frame number
  32349. */
  32350. static QueueNewFrame(func: () => void, requester?: any): number;
  32351. /**
  32352. * Ask the browser to promote the current element to pointerlock mode
  32353. * @param element defines the DOM element to promote
  32354. */
  32355. static _RequestPointerlock(element: HTMLElement): void;
  32356. /**
  32357. * Asks the browser to exit pointerlock mode
  32358. */
  32359. static _ExitPointerlock(): void;
  32360. /**
  32361. * Ask the browser to promote the current element to fullscreen rendering mode
  32362. * @param element defines the DOM element to promote
  32363. */
  32364. static _RequestFullscreen(element: HTMLElement): void;
  32365. /**
  32366. * Asks the browser to exit fullscreen mode
  32367. */
  32368. static _ExitFullscreen(): void;
  32369. }
  32370. }
  32371. declare module "babylonjs/Engines/engineStore" {
  32372. import { Nullable } from "babylonjs/types";
  32373. import { Engine } from "babylonjs/Engines/engine";
  32374. import { Scene } from "babylonjs/scene";
  32375. /**
  32376. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32377. * during the life time of the application.
  32378. */
  32379. export class EngineStore {
  32380. /** Gets the list of created engines */
  32381. static Instances: import("babylonjs/Engines/engine").Engine[];
  32382. /** @hidden */
  32383. static _LastCreatedScene: Nullable<Scene>;
  32384. /**
  32385. * Gets the latest created engine
  32386. */
  32387. static readonly LastCreatedEngine: Nullable<Engine>;
  32388. /**
  32389. * Gets the latest created scene
  32390. */
  32391. static readonly LastCreatedScene: Nullable<Scene>;
  32392. /**
  32393. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32394. * @ignorenaming
  32395. */
  32396. static UseFallbackTexture: boolean;
  32397. /**
  32398. * Texture content used if a texture cannot loaded
  32399. * @ignorenaming
  32400. */
  32401. static FallbackTexture: string;
  32402. }
  32403. }
  32404. declare module "babylonjs/Misc/promise" {
  32405. /**
  32406. * Helper class that provides a small promise polyfill
  32407. */
  32408. export class PromisePolyfill {
  32409. /**
  32410. * Static function used to check if the polyfill is required
  32411. * If this is the case then the function will inject the polyfill to window.Promise
  32412. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32413. */
  32414. static Apply(force?: boolean): void;
  32415. }
  32416. }
  32417. declare module "babylonjs/Misc/tools" {
  32418. import { Nullable, float } from "babylonjs/types";
  32419. import { DomManagement } from "babylonjs/Misc/domManagement";
  32420. import { WebRequest } from "babylonjs/Misc/webRequest";
  32421. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32422. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32423. import { Camera } from "babylonjs/Cameras/camera";
  32424. import { Engine } from "babylonjs/Engines/engine";
  32425. interface IColor4Like {
  32426. r: float;
  32427. g: float;
  32428. b: float;
  32429. a: float;
  32430. }
  32431. /**
  32432. * Class containing a set of static utilities functions
  32433. */
  32434. export class Tools {
  32435. /**
  32436. * Gets or sets the base URL to use to load assets
  32437. */
  32438. static BaseUrl: string;
  32439. /**
  32440. * Enable/Disable Custom HTTP Request Headers globally.
  32441. * default = false
  32442. * @see CustomRequestHeaders
  32443. */
  32444. static UseCustomRequestHeaders: boolean;
  32445. /**
  32446. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32447. * i.e. when loading files, where the server/service expects an Authorization header
  32448. */
  32449. static CustomRequestHeaders: {
  32450. [key: string]: string;
  32451. };
  32452. /**
  32453. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32454. */
  32455. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32456. /**
  32457. * Default behaviour for cors in the application.
  32458. * It can be a string if the expected behavior is identical in the entire app.
  32459. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32460. */
  32461. static CorsBehavior: string | ((url: string | string[]) => string);
  32462. /**
  32463. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32464. * @ignorenaming
  32465. */
  32466. static UseFallbackTexture: boolean;
  32467. /**
  32468. * Use this object to register external classes like custom textures or material
  32469. * to allow the laoders to instantiate them
  32470. */
  32471. static RegisteredExternalClasses: {
  32472. [key: string]: Object;
  32473. };
  32474. /**
  32475. * Texture content used if a texture cannot loaded
  32476. * @ignorenaming
  32477. */
  32478. static fallbackTexture: string;
  32479. /**
  32480. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32481. * @param u defines the coordinate on X axis
  32482. * @param v defines the coordinate on Y axis
  32483. * @param width defines the width of the source data
  32484. * @param height defines the height of the source data
  32485. * @param pixels defines the source byte array
  32486. * @param color defines the output color
  32487. */
  32488. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32489. /**
  32490. * Interpolates between a and b via alpha
  32491. * @param a The lower value (returned when alpha = 0)
  32492. * @param b The upper value (returned when alpha = 1)
  32493. * @param alpha The interpolation-factor
  32494. * @return The mixed value
  32495. */
  32496. static Mix(a: number, b: number, alpha: number): number;
  32497. /**
  32498. * Tries to instantiate a new object from a given class name
  32499. * @param className defines the class name to instantiate
  32500. * @returns the new object or null if the system was not able to do the instantiation
  32501. */
  32502. static Instantiate(className: string): any;
  32503. /**
  32504. * Provides a slice function that will work even on IE
  32505. * @param data defines the array to slice
  32506. * @param start defines the start of the data (optional)
  32507. * @param end defines the end of the data (optional)
  32508. * @returns the new sliced array
  32509. */
  32510. static Slice<T>(data: T, start?: number, end?: number): T;
  32511. /**
  32512. * Polyfill for setImmediate
  32513. * @param action defines the action to execute after the current execution block
  32514. */
  32515. static SetImmediate(action: () => void): void;
  32516. /**
  32517. * Function indicating if a number is an exponent of 2
  32518. * @param value defines the value to test
  32519. * @returns true if the value is an exponent of 2
  32520. */
  32521. static IsExponentOfTwo(value: number): boolean;
  32522. private static _tmpFloatArray;
  32523. /**
  32524. * Returns the nearest 32-bit single precision float representation of a Number
  32525. * @param value A Number. If the parameter is of a different type, it will get converted
  32526. * to a number or to NaN if it cannot be converted
  32527. * @returns number
  32528. */
  32529. static FloatRound(value: number): number;
  32530. /**
  32531. * Extracts the filename from a path
  32532. * @param path defines the path to use
  32533. * @returns the filename
  32534. */
  32535. static GetFilename(path: string): string;
  32536. /**
  32537. * Extracts the "folder" part of a path (everything before the filename).
  32538. * @param uri The URI to extract the info from
  32539. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32540. * @returns The "folder" part of the path
  32541. */
  32542. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32543. /**
  32544. * Extracts text content from a DOM element hierarchy
  32545. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32546. */
  32547. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32548. /**
  32549. * Convert an angle in radians to degrees
  32550. * @param angle defines the angle to convert
  32551. * @returns the angle in degrees
  32552. */
  32553. static ToDegrees(angle: number): number;
  32554. /**
  32555. * Convert an angle in degrees to radians
  32556. * @param angle defines the angle to convert
  32557. * @returns the angle in radians
  32558. */
  32559. static ToRadians(angle: number): number;
  32560. /**
  32561. * Encode a buffer to a base64 string
  32562. * @param buffer defines the buffer to encode
  32563. * @returns the encoded string
  32564. */
  32565. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32566. /**
  32567. * Returns an array if obj is not an array
  32568. * @param obj defines the object to evaluate as an array
  32569. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32570. * @returns either obj directly if obj is an array or a new array containing obj
  32571. */
  32572. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32573. /**
  32574. * Gets the pointer prefix to use
  32575. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32576. */
  32577. static GetPointerPrefix(): string;
  32578. /**
  32579. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32580. * @param url define the url we are trying
  32581. * @param element define the dom element where to configure the cors policy
  32582. */
  32583. static SetCorsBehavior(url: string | string[], element: {
  32584. crossOrigin: string | null;
  32585. }): void;
  32586. /**
  32587. * Removes unwanted characters from an url
  32588. * @param url defines the url to clean
  32589. * @returns the cleaned url
  32590. */
  32591. static CleanUrl(url: string): string;
  32592. /**
  32593. * Gets or sets a function used to pre-process url before using them to load assets
  32594. */
  32595. static PreprocessUrl: (url: string) => string;
  32596. /**
  32597. * Loads an image as an HTMLImageElement.
  32598. * @param input url string, ArrayBuffer, or Blob to load
  32599. * @param onLoad callback called when the image successfully loads
  32600. * @param onError callback called when the image fails to load
  32601. * @param offlineProvider offline provider for caching
  32602. * @returns the HTMLImageElement of the loaded image
  32603. */
  32604. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32605. /**
  32606. * Loads a file
  32607. * @param url url string, ArrayBuffer, or Blob to load
  32608. * @param onSuccess callback called when the file successfully loads
  32609. * @param onProgress callback called while file is loading (if the server supports this mode)
  32610. * @param offlineProvider defines the offline provider for caching
  32611. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32612. * @param onError callback called when the file fails to load
  32613. * @returns a file request object
  32614. */
  32615. 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;
  32616. /**
  32617. * Loads a file from a url
  32618. * @param url the file url to load
  32619. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32620. */
  32621. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32622. /**
  32623. * Load a script (identified by an url). When the url returns, the
  32624. * content of this file is added into a new script element, attached to the DOM (body element)
  32625. * @param scriptUrl defines the url of the script to laod
  32626. * @param onSuccess defines the callback called when the script is loaded
  32627. * @param onError defines the callback to call if an error occurs
  32628. * @param scriptId defines the id of the script element
  32629. */
  32630. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32631. /**
  32632. * Load an asynchronous script (identified by an url). When the url returns, the
  32633. * content of this file is added into a new script element, attached to the DOM (body element)
  32634. * @param scriptUrl defines the url of the script to laod
  32635. * @param scriptId defines the id of the script element
  32636. * @returns a promise request object
  32637. */
  32638. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32639. /**
  32640. * Loads a file from a blob
  32641. * @param fileToLoad defines the blob to use
  32642. * @param callback defines the callback to call when data is loaded
  32643. * @param progressCallback defines the callback to call during loading process
  32644. * @returns a file request object
  32645. */
  32646. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32647. /**
  32648. * Loads a file
  32649. * @param fileToLoad defines the file to load
  32650. * @param callback defines the callback to call when data is loaded
  32651. * @param progressCallBack defines the callback to call during loading process
  32652. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32653. * @returns a file request object
  32654. */
  32655. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32656. /**
  32657. * Creates a data url from a given string content
  32658. * @param content defines the content to convert
  32659. * @returns the new data url link
  32660. */
  32661. static FileAsURL(content: string): string;
  32662. /**
  32663. * Format the given number to a specific decimal format
  32664. * @param value defines the number to format
  32665. * @param decimals defines the number of decimals to use
  32666. * @returns the formatted string
  32667. */
  32668. static Format(value: number, decimals?: number): string;
  32669. /**
  32670. * Tries to copy an object by duplicating every property
  32671. * @param source defines the source object
  32672. * @param destination defines the target object
  32673. * @param doNotCopyList defines a list of properties to avoid
  32674. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32675. */
  32676. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32677. /**
  32678. * Gets a boolean indicating if the given object has no own property
  32679. * @param obj defines the object to test
  32680. * @returns true if object has no own property
  32681. */
  32682. static IsEmpty(obj: any): boolean;
  32683. /**
  32684. * Function used to register events at window level
  32685. * @param events defines the events to register
  32686. */
  32687. static RegisterTopRootEvents(events: {
  32688. name: string;
  32689. handler: Nullable<(e: FocusEvent) => any>;
  32690. }[]): void;
  32691. /**
  32692. * Function used to unregister events from window level
  32693. * @param events defines the events to unregister
  32694. */
  32695. static UnregisterTopRootEvents(events: {
  32696. name: string;
  32697. handler: Nullable<(e: FocusEvent) => any>;
  32698. }[]): void;
  32699. /**
  32700. * @ignore
  32701. */
  32702. static _ScreenshotCanvas: HTMLCanvasElement;
  32703. /**
  32704. * Dumps the current bound framebuffer
  32705. * @param width defines the rendering width
  32706. * @param height defines the rendering height
  32707. * @param engine defines the hosting engine
  32708. * @param successCallback defines the callback triggered once the data are available
  32709. * @param mimeType defines the mime type of the result
  32710. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32711. */
  32712. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32713. /**
  32714. * Converts the canvas data to blob.
  32715. * This acts as a polyfill for browsers not supporting the to blob function.
  32716. * @param canvas Defines the canvas to extract the data from
  32717. * @param successCallback Defines the callback triggered once the data are available
  32718. * @param mimeType Defines the mime type of the result
  32719. */
  32720. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32721. /**
  32722. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32723. * @param successCallback defines the callback triggered once the data are available
  32724. * @param mimeType defines the mime type of the result
  32725. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32726. */
  32727. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32728. /**
  32729. * Downloads a blob in the browser
  32730. * @param blob defines the blob to download
  32731. * @param fileName defines the name of the downloaded file
  32732. */
  32733. static Download(blob: Blob, fileName: string): void;
  32734. /**
  32735. * Captures a screenshot of the current rendering
  32736. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32737. * @param engine defines the rendering engine
  32738. * @param camera defines the source camera
  32739. * @param size This parameter can be set to a single number or to an object with the
  32740. * following (optional) properties: precision, width, height. If a single number is passed,
  32741. * it will be used for both width and height. If an object is passed, the screenshot size
  32742. * will be derived from the parameters. The precision property is a multiplier allowing
  32743. * rendering at a higher or lower resolution
  32744. * @param successCallback defines the callback receives a single parameter which contains the
  32745. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32746. * src parameter of an <img> to display it
  32747. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32748. * Check your browser for supported MIME types
  32749. */
  32750. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32751. /**
  32752. * Generates an image screenshot from the specified camera.
  32753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32754. * @param engine The engine to use for rendering
  32755. * @param camera The camera to use for rendering
  32756. * @param size This parameter can be set to a single number or to an object with the
  32757. * following (optional) properties: precision, width, height. If a single number is passed,
  32758. * it will be used for both width and height. If an object is passed, the screenshot size
  32759. * will be derived from the parameters. The precision property is a multiplier allowing
  32760. * rendering at a higher or lower resolution
  32761. * @param successCallback The callback receives a single parameter which contains the
  32762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32763. * src parameter of an <img> to display it
  32764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32765. * Check your browser for supported MIME types
  32766. * @param samples Texture samples (default: 1)
  32767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32768. * @param fileName A name for for the downloaded file.
  32769. */
  32770. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32771. /**
  32772. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32773. * Be aware Math.random() could cause collisions, but:
  32774. * "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"
  32775. * @returns a pseudo random id
  32776. */
  32777. static RandomId(): string;
  32778. /**
  32779. * Test if the given uri is a base64 string
  32780. * @param uri The uri to test
  32781. * @return True if the uri is a base64 string or false otherwise
  32782. */
  32783. static IsBase64(uri: string): boolean;
  32784. /**
  32785. * Decode the given base64 uri.
  32786. * @param uri The uri to decode
  32787. * @return The decoded base64 data.
  32788. */
  32789. static DecodeBase64(uri: string): ArrayBuffer;
  32790. /**
  32791. * Gets the absolute url.
  32792. * @param url the input url
  32793. * @return the absolute url
  32794. */
  32795. static GetAbsoluteUrl(url: string): string;
  32796. /**
  32797. * No log
  32798. */
  32799. static readonly NoneLogLevel: number;
  32800. /**
  32801. * Only message logs
  32802. */
  32803. static readonly MessageLogLevel: number;
  32804. /**
  32805. * Only warning logs
  32806. */
  32807. static readonly WarningLogLevel: number;
  32808. /**
  32809. * Only error logs
  32810. */
  32811. static readonly ErrorLogLevel: number;
  32812. /**
  32813. * All logs
  32814. */
  32815. static readonly AllLogLevel: number;
  32816. /**
  32817. * Gets a value indicating the number of loading errors
  32818. * @ignorenaming
  32819. */
  32820. static readonly errorsCount: number;
  32821. /**
  32822. * Callback called when a new log is added
  32823. */
  32824. static OnNewCacheEntry: (entry: string) => void;
  32825. /**
  32826. * Log a message to the console
  32827. * @param message defines the message to log
  32828. */
  32829. static Log(message: string): void;
  32830. /**
  32831. * Write a warning message to the console
  32832. * @param message defines the message to log
  32833. */
  32834. static Warn(message: string): void;
  32835. /**
  32836. * Write an error message to the console
  32837. * @param message defines the message to log
  32838. */
  32839. static Error(message: string): void;
  32840. /**
  32841. * Gets current log cache (list of logs)
  32842. */
  32843. static readonly LogCache: string;
  32844. /**
  32845. * Clears the log cache
  32846. */
  32847. static ClearLogCache(): void;
  32848. /**
  32849. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32850. */
  32851. static LogLevels: number;
  32852. /**
  32853. * Checks if the window object exists
  32854. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32855. */
  32856. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32857. /**
  32858. * No performance log
  32859. */
  32860. static readonly PerformanceNoneLogLevel: number;
  32861. /**
  32862. * Use user marks to log performance
  32863. */
  32864. static readonly PerformanceUserMarkLogLevel: number;
  32865. /**
  32866. * Log performance to the console
  32867. */
  32868. static readonly PerformanceConsoleLogLevel: number;
  32869. private static _performance;
  32870. /**
  32871. * Sets the current performance log level
  32872. */
  32873. static PerformanceLogLevel: number;
  32874. private static _StartPerformanceCounterDisabled;
  32875. private static _EndPerformanceCounterDisabled;
  32876. private static _StartUserMark;
  32877. private static _EndUserMark;
  32878. private static _StartPerformanceConsole;
  32879. private static _EndPerformanceConsole;
  32880. /**
  32881. * Starts a performance counter
  32882. */
  32883. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32884. /**
  32885. * Ends a specific performance coutner
  32886. */
  32887. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32888. /**
  32889. * Gets either window.performance.now() if supported or Date.now() else
  32890. */
  32891. static readonly Now: number;
  32892. /**
  32893. * This method will return the name of the class used to create the instance of the given object.
  32894. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32895. * @param object the object to get the class name from
  32896. * @param isType defines if the object is actually a type
  32897. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32898. */
  32899. static GetClassName(object: any, isType?: boolean): string;
  32900. /**
  32901. * Gets the first element of an array satisfying a given predicate
  32902. * @param array defines the array to browse
  32903. * @param predicate defines the predicate to use
  32904. * @returns null if not found or the element
  32905. */
  32906. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32907. /**
  32908. * This method will return the name of the full name of the class, including its owning module (if any).
  32909. * 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).
  32910. * @param object the object to get the class name from
  32911. * @param isType defines if the object is actually a type
  32912. * @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.
  32913. * @ignorenaming
  32914. */
  32915. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32916. /**
  32917. * Returns a promise that resolves after the given amount of time.
  32918. * @param delay Number of milliseconds to delay
  32919. * @returns Promise that resolves after the given amount of time
  32920. */
  32921. static DelayAsync(delay: number): Promise<void>;
  32922. }
  32923. /**
  32924. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32925. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32926. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32927. * @param name The name of the class, case should be preserved
  32928. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32929. */
  32930. export function className(name: string, module?: string): (target: Object) => void;
  32931. /**
  32932. * An implementation of a loop for asynchronous functions.
  32933. */
  32934. export class AsyncLoop {
  32935. /**
  32936. * Defines the number of iterations for the loop
  32937. */
  32938. iterations: number;
  32939. /**
  32940. * Defines the current index of the loop.
  32941. */
  32942. index: number;
  32943. private _done;
  32944. private _fn;
  32945. private _successCallback;
  32946. /**
  32947. * Constructor.
  32948. * @param iterations the number of iterations.
  32949. * @param func the function to run each iteration
  32950. * @param successCallback the callback that will be called upon succesful execution
  32951. * @param offset starting offset.
  32952. */
  32953. constructor(
  32954. /**
  32955. * Defines the number of iterations for the loop
  32956. */
  32957. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  32958. /**
  32959. * Execute the next iteration. Must be called after the last iteration was finished.
  32960. */
  32961. executeNext(): void;
  32962. /**
  32963. * Break the loop and run the success callback.
  32964. */
  32965. breakLoop(): void;
  32966. /**
  32967. * Create and run an async loop.
  32968. * @param iterations the number of iterations.
  32969. * @param fn the function to run each iteration
  32970. * @param successCallback the callback that will be called upon succesful execution
  32971. * @param offset starting offset.
  32972. * @returns the created async loop object
  32973. */
  32974. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  32975. /**
  32976. * A for-loop that will run a given number of iterations synchronous and the rest async.
  32977. * @param iterations total number of iterations
  32978. * @param syncedIterations number of synchronous iterations in each async iteration.
  32979. * @param fn the function to call each iteration.
  32980. * @param callback a success call back that will be called when iterating stops.
  32981. * @param breakFunction a break condition (optional)
  32982. * @param timeout timeout settings for the setTimeout function. default - 0.
  32983. * @returns the created async loop object
  32984. */
  32985. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  32986. }
  32987. }
  32988. declare module "babylonjs/Collisions/collisionCoordinator" {
  32989. import { Nullable } from "babylonjs/types";
  32990. import { Scene } from "babylonjs/scene";
  32991. import { Vector3 } from "babylonjs/Maths/math.vector";
  32992. import { Collider } from "babylonjs/Collisions/collider";
  32993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  32994. /** @hidden */
  32995. export interface ICollisionCoordinator {
  32996. createCollider(): Collider;
  32997. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32998. init(scene: Scene): void;
  32999. }
  33000. /** @hidden */
  33001. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33002. private _scene;
  33003. private _scaledPosition;
  33004. private _scaledVelocity;
  33005. private _finalPosition;
  33006. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33007. createCollider(): Collider;
  33008. init(scene: Scene): void;
  33009. private _collideWithWorld;
  33010. }
  33011. }
  33012. declare module "babylonjs/Inputs/scene.inputManager" {
  33013. import { Nullable } from "babylonjs/types";
  33014. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33015. import { Vector2 } from "babylonjs/Maths/math.vector";
  33016. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33017. import { Scene } from "babylonjs/scene";
  33018. /**
  33019. * Class used to manage all inputs for the scene.
  33020. */
  33021. export class InputManager {
  33022. /** The distance in pixel that you have to move to prevent some events */
  33023. static DragMovementThreshold: number;
  33024. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33025. static LongPressDelay: number;
  33026. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33027. static DoubleClickDelay: number;
  33028. /** If you need to check double click without raising a single click at first click, enable this flag */
  33029. static ExclusiveDoubleClickMode: boolean;
  33030. private _wheelEventName;
  33031. private _onPointerMove;
  33032. private _onPointerDown;
  33033. private _onPointerUp;
  33034. private _initClickEvent;
  33035. private _initActionManager;
  33036. private _delayedSimpleClick;
  33037. private _delayedSimpleClickTimeout;
  33038. private _previousDelayedSimpleClickTimeout;
  33039. private _meshPickProceed;
  33040. private _previousButtonPressed;
  33041. private _currentPickResult;
  33042. private _previousPickResult;
  33043. private _totalPointersPressed;
  33044. private _doubleClickOccured;
  33045. private _pointerOverMesh;
  33046. private _pickedDownMesh;
  33047. private _pickedUpMesh;
  33048. private _pointerX;
  33049. private _pointerY;
  33050. private _unTranslatedPointerX;
  33051. private _unTranslatedPointerY;
  33052. private _startingPointerPosition;
  33053. private _previousStartingPointerPosition;
  33054. private _startingPointerTime;
  33055. private _previousStartingPointerTime;
  33056. private _pointerCaptures;
  33057. private _onKeyDown;
  33058. private _onKeyUp;
  33059. private _onCanvasFocusObserver;
  33060. private _onCanvasBlurObserver;
  33061. private _scene;
  33062. /**
  33063. * Creates a new InputManager
  33064. * @param scene defines the hosting scene
  33065. */
  33066. constructor(scene: Scene);
  33067. /**
  33068. * Gets the mesh that is currently under the pointer
  33069. */
  33070. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33071. /**
  33072. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33073. */
  33074. readonly unTranslatedPointer: Vector2;
  33075. /**
  33076. * Gets or sets the current on-screen X position of the pointer
  33077. */
  33078. pointerX: number;
  33079. /**
  33080. * Gets or sets the current on-screen Y position of the pointer
  33081. */
  33082. pointerY: number;
  33083. private _updatePointerPosition;
  33084. private _processPointerMove;
  33085. private _setRayOnPointerInfo;
  33086. private _checkPrePointerObservable;
  33087. /**
  33088. * Use this method to simulate a pointer move on a mesh
  33089. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33090. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33091. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33092. */
  33093. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33094. /**
  33095. * Use this method to simulate a pointer down on a mesh
  33096. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33097. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33098. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33099. */
  33100. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33101. private _processPointerDown;
  33102. /** @hidden */
  33103. _isPointerSwiping(): boolean;
  33104. /**
  33105. * Use this method to simulate a pointer up on a mesh
  33106. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33107. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33108. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33109. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33110. */
  33111. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33112. private _processPointerUp;
  33113. /**
  33114. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33115. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33116. * @returns true if the pointer was captured
  33117. */
  33118. isPointerCaptured(pointerId?: number): boolean;
  33119. /**
  33120. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33121. * @param attachUp defines if you want to attach events to pointerup
  33122. * @param attachDown defines if you want to attach events to pointerdown
  33123. * @param attachMove defines if you want to attach events to pointermove
  33124. */
  33125. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33126. /**
  33127. * Detaches all event handlers
  33128. */
  33129. detachControl(): void;
  33130. /**
  33131. * Force the value of meshUnderPointer
  33132. * @param mesh defines the mesh to use
  33133. */
  33134. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33135. /**
  33136. * Gets the mesh under the pointer
  33137. * @returns a Mesh or null if no mesh is under the pointer
  33138. */
  33139. getPointerOverMesh(): Nullable<AbstractMesh>;
  33140. }
  33141. }
  33142. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33143. /**
  33144. * Helper class used to generate session unique ID
  33145. */
  33146. export class UniqueIdGenerator {
  33147. private static _UniqueIdCounter;
  33148. /**
  33149. * Gets an unique (relatively to the current scene) Id
  33150. */
  33151. static readonly UniqueId: number;
  33152. }
  33153. }
  33154. declare module "babylonjs/Animations/animationGroup" {
  33155. import { Animatable } from "babylonjs/Animations/animatable";
  33156. import { Animation } from "babylonjs/Animations/animation";
  33157. import { Scene, IDisposable } from "babylonjs/scene";
  33158. import { Observable } from "babylonjs/Misc/observable";
  33159. import { Nullable } from "babylonjs/types";
  33160. import "babylonjs/Animations/animatable";
  33161. /**
  33162. * This class defines the direct association between an animation and a target
  33163. */
  33164. export class TargetedAnimation {
  33165. /**
  33166. * Animation to perform
  33167. */
  33168. animation: Animation;
  33169. /**
  33170. * Target to animate
  33171. */
  33172. target: any;
  33173. /**
  33174. * Serialize the object
  33175. * @returns the JSON object representing the current entity
  33176. */
  33177. serialize(): any;
  33178. }
  33179. /**
  33180. * Use this class to create coordinated animations on multiple targets
  33181. */
  33182. export class AnimationGroup implements IDisposable {
  33183. /** The name of the animation group */
  33184. name: string;
  33185. private _scene;
  33186. private _targetedAnimations;
  33187. private _animatables;
  33188. private _from;
  33189. private _to;
  33190. private _isStarted;
  33191. private _isPaused;
  33192. private _speedRatio;
  33193. private _loopAnimation;
  33194. /**
  33195. * Gets or sets the unique id of the node
  33196. */
  33197. uniqueId: number;
  33198. /**
  33199. * This observable will notify when one animation have ended
  33200. */
  33201. onAnimationEndObservable: Observable<TargetedAnimation>;
  33202. /**
  33203. * Observer raised when one animation loops
  33204. */
  33205. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33206. /**
  33207. * This observable will notify when all animations have ended.
  33208. */
  33209. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33210. /**
  33211. * This observable will notify when all animations have paused.
  33212. */
  33213. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33214. /**
  33215. * This observable will notify when all animations are playing.
  33216. */
  33217. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33218. /**
  33219. * Gets the first frame
  33220. */
  33221. readonly from: number;
  33222. /**
  33223. * Gets the last frame
  33224. */
  33225. readonly to: number;
  33226. /**
  33227. * Define if the animations are started
  33228. */
  33229. readonly isStarted: boolean;
  33230. /**
  33231. * Gets a value indicating that the current group is playing
  33232. */
  33233. readonly isPlaying: boolean;
  33234. /**
  33235. * Gets or sets the speed ratio to use for all animations
  33236. */
  33237. /**
  33238. * Gets or sets the speed ratio to use for all animations
  33239. */
  33240. speedRatio: number;
  33241. /**
  33242. * Gets or sets if all animations should loop or not
  33243. */
  33244. loopAnimation: boolean;
  33245. /**
  33246. * Gets the targeted animations for this animation group
  33247. */
  33248. readonly targetedAnimations: Array<TargetedAnimation>;
  33249. /**
  33250. * returning the list of animatables controlled by this animation group.
  33251. */
  33252. readonly animatables: Array<Animatable>;
  33253. /**
  33254. * Instantiates a new Animation Group.
  33255. * This helps managing several animations at once.
  33256. * @see http://doc.babylonjs.com/how_to/group
  33257. * @param name Defines the name of the group
  33258. * @param scene Defines the scene the group belongs to
  33259. */
  33260. constructor(
  33261. /** The name of the animation group */
  33262. name: string, scene?: Nullable<Scene>);
  33263. /**
  33264. * Add an animation (with its target) in the group
  33265. * @param animation defines the animation we want to add
  33266. * @param target defines the target of the animation
  33267. * @returns the TargetedAnimation object
  33268. */
  33269. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33270. /**
  33271. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33272. * It can add constant keys at begin or end
  33273. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33274. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33275. * @returns the animation group
  33276. */
  33277. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33278. /**
  33279. * Start all animations on given targets
  33280. * @param loop defines if animations must loop
  33281. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33282. * @param from defines the from key (optional)
  33283. * @param to defines the to key (optional)
  33284. * @returns the current animation group
  33285. */
  33286. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33287. /**
  33288. * Pause all animations
  33289. * @returns the animation group
  33290. */
  33291. pause(): AnimationGroup;
  33292. /**
  33293. * Play all animations to initial state
  33294. * This function will start() the animations if they were not started or will restart() them if they were paused
  33295. * @param loop defines if animations must loop
  33296. * @returns the animation group
  33297. */
  33298. play(loop?: boolean): AnimationGroup;
  33299. /**
  33300. * Reset all animations to initial state
  33301. * @returns the animation group
  33302. */
  33303. reset(): AnimationGroup;
  33304. /**
  33305. * Restart animations from key 0
  33306. * @returns the animation group
  33307. */
  33308. restart(): AnimationGroup;
  33309. /**
  33310. * Stop all animations
  33311. * @returns the animation group
  33312. */
  33313. stop(): AnimationGroup;
  33314. /**
  33315. * Set animation weight for all animatables
  33316. * @param weight defines the weight to use
  33317. * @return the animationGroup
  33318. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33319. */
  33320. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33321. /**
  33322. * Synchronize and normalize all animatables with a source animatable
  33323. * @param root defines the root animatable to synchronize with
  33324. * @return the animationGroup
  33325. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33326. */
  33327. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33328. /**
  33329. * Goes to a specific frame in this animation group
  33330. * @param frame the frame number to go to
  33331. * @return the animationGroup
  33332. */
  33333. goToFrame(frame: number): AnimationGroup;
  33334. /**
  33335. * Dispose all associated resources
  33336. */
  33337. dispose(): void;
  33338. private _checkAnimationGroupEnded;
  33339. /**
  33340. * Clone the current animation group and returns a copy
  33341. * @param newName defines the name of the new group
  33342. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33343. * @returns the new aniamtion group
  33344. */
  33345. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33346. /**
  33347. * Serializes the animationGroup to an object
  33348. * @returns Serialized object
  33349. */
  33350. serialize(): any;
  33351. /**
  33352. * Returns a new AnimationGroup object parsed from the source provided.
  33353. * @param parsedAnimationGroup defines the source
  33354. * @param scene defines the scene that will receive the animationGroup
  33355. * @returns a new AnimationGroup
  33356. */
  33357. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33358. /**
  33359. * Returns the string "AnimationGroup"
  33360. * @returns "AnimationGroup"
  33361. */
  33362. getClassName(): string;
  33363. /**
  33364. * Creates a detailled string about the object
  33365. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33366. * @returns a string representing the object
  33367. */
  33368. toString(fullDetails?: boolean): string;
  33369. }
  33370. }
  33371. declare module "babylonjs/scene" {
  33372. import { Nullable } from "babylonjs/types";
  33373. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33374. import { Observable } from "babylonjs/Misc/observable";
  33375. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33376. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33377. import { Geometry } from "babylonjs/Meshes/geometry";
  33378. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33379. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33381. import { Mesh } from "babylonjs/Meshes/mesh";
  33382. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33383. import { Bone } from "babylonjs/Bones/bone";
  33384. import { Skeleton } from "babylonjs/Bones/skeleton";
  33385. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33386. import { Camera } from "babylonjs/Cameras/camera";
  33387. import { AbstractScene } from "babylonjs/abstractScene";
  33388. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33389. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33390. import { Material } from "babylonjs/Materials/material";
  33391. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33392. import { Effect } from "babylonjs/Materials/effect";
  33393. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33394. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33395. import { Light } from "babylonjs/Lights/light";
  33396. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33397. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33398. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33399. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33400. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33401. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33402. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33403. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33404. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33405. import { Engine } from "babylonjs/Engines/engine";
  33406. import { Node } from "babylonjs/node";
  33407. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33408. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33409. import { WebRequest } from "babylonjs/Misc/webRequest";
  33410. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33411. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33412. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33413. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33414. import { Plane } from "babylonjs/Maths/math.plane";
  33415. import { Ray } from "babylonjs/Culling/ray";
  33416. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33417. import { Animation } from "babylonjs/Animations/animation";
  33418. import { Animatable } from "babylonjs/Animations/animatable";
  33419. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33420. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33421. import { Collider } from "babylonjs/Collisions/collider";
  33422. /**
  33423. * Define an interface for all classes that will hold resources
  33424. */
  33425. export interface IDisposable {
  33426. /**
  33427. * Releases all held resources
  33428. */
  33429. dispose(): void;
  33430. }
  33431. /** Interface defining initialization parameters for Scene class */
  33432. export interface SceneOptions {
  33433. /**
  33434. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33435. * It will improve performance when the number of geometries becomes important.
  33436. */
  33437. useGeometryUniqueIdsMap?: boolean;
  33438. /**
  33439. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33440. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33441. */
  33442. useMaterialMeshMap?: boolean;
  33443. /**
  33444. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33445. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33446. */
  33447. useClonedMeshhMap?: boolean;
  33448. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33449. virtual?: boolean;
  33450. }
  33451. /**
  33452. * Represents a scene to be rendered by the engine.
  33453. * @see http://doc.babylonjs.com/features/scene
  33454. */
  33455. export class Scene extends AbstractScene implements IAnimatable {
  33456. /** The fog is deactivated */
  33457. static readonly FOGMODE_NONE: number;
  33458. /** The fog density is following an exponential function */
  33459. static readonly FOGMODE_EXP: number;
  33460. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33461. static readonly FOGMODE_EXP2: number;
  33462. /** The fog density is following a linear function. */
  33463. static readonly FOGMODE_LINEAR: number;
  33464. /**
  33465. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33466. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33467. */
  33468. static MinDeltaTime: number;
  33469. /**
  33470. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33471. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33472. */
  33473. static MaxDeltaTime: number;
  33474. /**
  33475. * Factory used to create the default material.
  33476. * @param name The name of the material to create
  33477. * @param scene The scene to create the material for
  33478. * @returns The default material
  33479. */
  33480. static DefaultMaterialFactory(scene: Scene): Material;
  33481. /**
  33482. * Factory used to create the a collision coordinator.
  33483. * @returns The collision coordinator
  33484. */
  33485. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33486. /** @hidden */
  33487. _inputManager: InputManager;
  33488. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33489. cameraToUseForPointers: Nullable<Camera>;
  33490. /** @hidden */
  33491. readonly _isScene: boolean;
  33492. /**
  33493. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33494. */
  33495. autoClear: boolean;
  33496. /**
  33497. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33498. */
  33499. autoClearDepthAndStencil: boolean;
  33500. /**
  33501. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33502. */
  33503. clearColor: Color4;
  33504. /**
  33505. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33506. */
  33507. ambientColor: Color3;
  33508. /**
  33509. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33510. * It should only be one of the following (if not the default embedded one):
  33511. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33512. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33513. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33514. * The material properties need to be setup according to the type of texture in use.
  33515. */
  33516. environmentBRDFTexture: BaseTexture;
  33517. /** @hidden */
  33518. protected _environmentTexture: Nullable<BaseTexture>;
  33519. /**
  33520. * Texture used in all pbr material as the reflection texture.
  33521. * As in the majority of the scene they are the same (exception for multi room and so on),
  33522. * this is easier to reference from here than from all the materials.
  33523. */
  33524. /**
  33525. * Texture used in all pbr material as the reflection texture.
  33526. * As in the majority of the scene they are the same (exception for multi room and so on),
  33527. * this is easier to set here than in all the materials.
  33528. */
  33529. environmentTexture: Nullable<BaseTexture>;
  33530. /** @hidden */
  33531. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33532. /**
  33533. * Default image processing configuration used either in the rendering
  33534. * Forward main pass or through the imageProcessingPostProcess if present.
  33535. * As in the majority of the scene they are the same (exception for multi camera),
  33536. * this is easier to reference from here than from all the materials and post process.
  33537. *
  33538. * No setter as we it is a shared configuration, you can set the values instead.
  33539. */
  33540. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33541. private _forceWireframe;
  33542. /**
  33543. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33544. */
  33545. forceWireframe: boolean;
  33546. private _forcePointsCloud;
  33547. /**
  33548. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33549. */
  33550. forcePointsCloud: boolean;
  33551. /**
  33552. * Gets or sets the active clipplane 1
  33553. */
  33554. clipPlane: Nullable<Plane>;
  33555. /**
  33556. * Gets or sets the active clipplane 2
  33557. */
  33558. clipPlane2: Nullable<Plane>;
  33559. /**
  33560. * Gets or sets the active clipplane 3
  33561. */
  33562. clipPlane3: Nullable<Plane>;
  33563. /**
  33564. * Gets or sets the active clipplane 4
  33565. */
  33566. clipPlane4: Nullable<Plane>;
  33567. /**
  33568. * Gets or sets a boolean indicating if animations are enabled
  33569. */
  33570. animationsEnabled: boolean;
  33571. private _animationPropertiesOverride;
  33572. /**
  33573. * Gets or sets the animation properties override
  33574. */
  33575. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33576. /**
  33577. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33578. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33579. */
  33580. useConstantAnimationDeltaTime: boolean;
  33581. /**
  33582. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33583. * Please note that it requires to run a ray cast through the scene on every frame
  33584. */
  33585. constantlyUpdateMeshUnderPointer: boolean;
  33586. /**
  33587. * Defines the HTML cursor to use when hovering over interactive elements
  33588. */
  33589. hoverCursor: string;
  33590. /**
  33591. * Defines the HTML default cursor to use (empty by default)
  33592. */
  33593. defaultCursor: string;
  33594. /**
  33595. * This is used to call preventDefault() on pointer down
  33596. * in order to block unwanted artifacts like system double clicks
  33597. */
  33598. preventDefaultOnPointerDown: boolean;
  33599. /**
  33600. * This is used to call preventDefault() on pointer up
  33601. * in order to block unwanted artifacts like system double clicks
  33602. */
  33603. preventDefaultOnPointerUp: boolean;
  33604. /**
  33605. * Gets or sets user defined metadata
  33606. */
  33607. metadata: any;
  33608. /**
  33609. * For internal use only. Please do not use.
  33610. */
  33611. reservedDataStore: any;
  33612. /**
  33613. * Gets the name of the plugin used to load this scene (null by default)
  33614. */
  33615. loadingPluginName: string;
  33616. /**
  33617. * Use this array to add regular expressions used to disable offline support for specific urls
  33618. */
  33619. disableOfflineSupportExceptionRules: RegExp[];
  33620. /**
  33621. * An event triggered when the scene is disposed.
  33622. */
  33623. onDisposeObservable: Observable<Scene>;
  33624. private _onDisposeObserver;
  33625. /** Sets a function to be executed when this scene is disposed. */
  33626. onDispose: () => void;
  33627. /**
  33628. * An event triggered before rendering the scene (right after animations and physics)
  33629. */
  33630. onBeforeRenderObservable: Observable<Scene>;
  33631. private _onBeforeRenderObserver;
  33632. /** Sets a function to be executed before rendering this scene */
  33633. beforeRender: Nullable<() => void>;
  33634. /**
  33635. * An event triggered after rendering the scene
  33636. */
  33637. onAfterRenderObservable: Observable<Scene>;
  33638. /**
  33639. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33640. */
  33641. onAfterRenderCameraObservable: Observable<Camera>;
  33642. private _onAfterRenderObserver;
  33643. /** Sets a function to be executed after rendering this scene */
  33644. afterRender: Nullable<() => void>;
  33645. /**
  33646. * An event triggered before animating the scene
  33647. */
  33648. onBeforeAnimationsObservable: Observable<Scene>;
  33649. /**
  33650. * An event triggered after animations processing
  33651. */
  33652. onAfterAnimationsObservable: Observable<Scene>;
  33653. /**
  33654. * An event triggered before draw calls are ready to be sent
  33655. */
  33656. onBeforeDrawPhaseObservable: Observable<Scene>;
  33657. /**
  33658. * An event triggered after draw calls have been sent
  33659. */
  33660. onAfterDrawPhaseObservable: Observable<Scene>;
  33661. /**
  33662. * An event triggered when the scene is ready
  33663. */
  33664. onReadyObservable: Observable<Scene>;
  33665. /**
  33666. * An event triggered before rendering a camera
  33667. */
  33668. onBeforeCameraRenderObservable: Observable<Camera>;
  33669. private _onBeforeCameraRenderObserver;
  33670. /** Sets a function to be executed before rendering a camera*/
  33671. beforeCameraRender: () => void;
  33672. /**
  33673. * An event triggered after rendering a camera
  33674. */
  33675. onAfterCameraRenderObservable: Observable<Camera>;
  33676. private _onAfterCameraRenderObserver;
  33677. /** Sets a function to be executed after rendering a camera*/
  33678. afterCameraRender: () => void;
  33679. /**
  33680. * An event triggered when active meshes evaluation is about to start
  33681. */
  33682. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33683. /**
  33684. * An event triggered when active meshes evaluation is done
  33685. */
  33686. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33687. /**
  33688. * An event triggered when particles rendering is about to start
  33689. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33690. */
  33691. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33692. /**
  33693. * An event triggered when particles rendering is done
  33694. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33695. */
  33696. onAfterParticlesRenderingObservable: Observable<Scene>;
  33697. /**
  33698. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33699. */
  33700. onDataLoadedObservable: Observable<Scene>;
  33701. /**
  33702. * An event triggered when a camera is created
  33703. */
  33704. onNewCameraAddedObservable: Observable<Camera>;
  33705. /**
  33706. * An event triggered when a camera is removed
  33707. */
  33708. onCameraRemovedObservable: Observable<Camera>;
  33709. /**
  33710. * An event triggered when a light is created
  33711. */
  33712. onNewLightAddedObservable: Observable<Light>;
  33713. /**
  33714. * An event triggered when a light is removed
  33715. */
  33716. onLightRemovedObservable: Observable<Light>;
  33717. /**
  33718. * An event triggered when a geometry is created
  33719. */
  33720. onNewGeometryAddedObservable: Observable<Geometry>;
  33721. /**
  33722. * An event triggered when a geometry is removed
  33723. */
  33724. onGeometryRemovedObservable: Observable<Geometry>;
  33725. /**
  33726. * An event triggered when a transform node is created
  33727. */
  33728. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33729. /**
  33730. * An event triggered when a transform node is removed
  33731. */
  33732. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33733. /**
  33734. * An event triggered when a mesh is created
  33735. */
  33736. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33737. /**
  33738. * An event triggered when a mesh is removed
  33739. */
  33740. onMeshRemovedObservable: Observable<AbstractMesh>;
  33741. /**
  33742. * An event triggered when a skeleton is created
  33743. */
  33744. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33745. /**
  33746. * An event triggered when a skeleton is removed
  33747. */
  33748. onSkeletonRemovedObservable: Observable<Skeleton>;
  33749. /**
  33750. * An event triggered when a material is created
  33751. */
  33752. onNewMaterialAddedObservable: Observable<Material>;
  33753. /**
  33754. * An event triggered when a material is removed
  33755. */
  33756. onMaterialRemovedObservable: Observable<Material>;
  33757. /**
  33758. * An event triggered when a texture is created
  33759. */
  33760. onNewTextureAddedObservable: Observable<BaseTexture>;
  33761. /**
  33762. * An event triggered when a texture is removed
  33763. */
  33764. onTextureRemovedObservable: Observable<BaseTexture>;
  33765. /**
  33766. * An event triggered when render targets are about to be rendered
  33767. * Can happen multiple times per frame.
  33768. */
  33769. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33770. /**
  33771. * An event triggered when render targets were rendered.
  33772. * Can happen multiple times per frame.
  33773. */
  33774. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33775. /**
  33776. * An event triggered before calculating deterministic simulation step
  33777. */
  33778. onBeforeStepObservable: Observable<Scene>;
  33779. /**
  33780. * An event triggered after calculating deterministic simulation step
  33781. */
  33782. onAfterStepObservable: Observable<Scene>;
  33783. /**
  33784. * An event triggered when the activeCamera property is updated
  33785. */
  33786. onActiveCameraChanged: Observable<Scene>;
  33787. /**
  33788. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33789. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33790. * 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)
  33791. */
  33792. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33793. /**
  33794. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33795. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33796. * 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)
  33797. */
  33798. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33799. /**
  33800. * This Observable will when a mesh has been imported into the scene.
  33801. */
  33802. onMeshImportedObservable: Observable<AbstractMesh>;
  33803. /**
  33804. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33805. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33806. */
  33807. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33808. /** @hidden */
  33809. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33810. /**
  33811. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33812. */
  33813. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33814. /**
  33815. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33816. */
  33817. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33818. /**
  33819. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33820. */
  33821. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33822. /** Callback called when a pointer move is detected */
  33823. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33824. /** Callback called when a pointer down is detected */
  33825. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33826. /** Callback called when a pointer up is detected */
  33827. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33828. /** Callback called when a pointer pick is detected */
  33829. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33830. /**
  33831. * 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).
  33832. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33833. */
  33834. onPrePointerObservable: Observable<PointerInfoPre>;
  33835. /**
  33836. * Observable event triggered each time an input event is received from the rendering canvas
  33837. */
  33838. onPointerObservable: Observable<PointerInfo>;
  33839. /**
  33840. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33841. */
  33842. readonly unTranslatedPointer: Vector2;
  33843. /**
  33844. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33845. */
  33846. static DragMovementThreshold: number;
  33847. /**
  33848. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33849. */
  33850. static LongPressDelay: number;
  33851. /**
  33852. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33853. */
  33854. static DoubleClickDelay: number;
  33855. /** If you need to check double click without raising a single click at first click, enable this flag */
  33856. static ExclusiveDoubleClickMode: boolean;
  33857. /** @hidden */
  33858. _mirroredCameraPosition: Nullable<Vector3>;
  33859. /**
  33860. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33861. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33862. */
  33863. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33864. /**
  33865. * Observable event triggered each time an keyboard event is received from the hosting window
  33866. */
  33867. onKeyboardObservable: Observable<KeyboardInfo>;
  33868. private _useRightHandedSystem;
  33869. /**
  33870. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33871. */
  33872. useRightHandedSystem: boolean;
  33873. private _timeAccumulator;
  33874. private _currentStepId;
  33875. private _currentInternalStep;
  33876. /**
  33877. * Sets the step Id used by deterministic lock step
  33878. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33879. * @param newStepId defines the step Id
  33880. */
  33881. setStepId(newStepId: number): void;
  33882. /**
  33883. * Gets the step Id used by deterministic lock step
  33884. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33885. * @returns the step Id
  33886. */
  33887. getStepId(): number;
  33888. /**
  33889. * Gets the internal step used by deterministic lock step
  33890. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33891. * @returns the internal step
  33892. */
  33893. getInternalStep(): number;
  33894. private _fogEnabled;
  33895. /**
  33896. * Gets or sets a boolean indicating if fog is enabled on this scene
  33897. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33898. * (Default is true)
  33899. */
  33900. fogEnabled: boolean;
  33901. private _fogMode;
  33902. /**
  33903. * Gets or sets the fog mode to use
  33904. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33905. * | mode | value |
  33906. * | --- | --- |
  33907. * | FOGMODE_NONE | 0 |
  33908. * | FOGMODE_EXP | 1 |
  33909. * | FOGMODE_EXP2 | 2 |
  33910. * | FOGMODE_LINEAR | 3 |
  33911. */
  33912. fogMode: number;
  33913. /**
  33914. * Gets or sets the fog color to use
  33915. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33916. * (Default is Color3(0.2, 0.2, 0.3))
  33917. */
  33918. fogColor: Color3;
  33919. /**
  33920. * Gets or sets the fog density to use
  33921. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33922. * (Default is 0.1)
  33923. */
  33924. fogDensity: number;
  33925. /**
  33926. * Gets or sets the fog start distance to use
  33927. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33928. * (Default is 0)
  33929. */
  33930. fogStart: number;
  33931. /**
  33932. * Gets or sets the fog end distance to use
  33933. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33934. * (Default is 1000)
  33935. */
  33936. fogEnd: number;
  33937. private _shadowsEnabled;
  33938. /**
  33939. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33940. */
  33941. shadowsEnabled: boolean;
  33942. private _lightsEnabled;
  33943. /**
  33944. * Gets or sets a boolean indicating if lights are enabled on this scene
  33945. */
  33946. lightsEnabled: boolean;
  33947. /** All of the active cameras added to this scene. */
  33948. activeCameras: Camera[];
  33949. /** @hidden */
  33950. _activeCamera: Nullable<Camera>;
  33951. /** Gets or sets the current active camera */
  33952. activeCamera: Nullable<Camera>;
  33953. private _defaultMaterial;
  33954. /** The default material used on meshes when no material is affected */
  33955. /** The default material used on meshes when no material is affected */
  33956. defaultMaterial: Material;
  33957. private _texturesEnabled;
  33958. /**
  33959. * Gets or sets a boolean indicating if textures are enabled on this scene
  33960. */
  33961. texturesEnabled: boolean;
  33962. /**
  33963. * Gets or sets a boolean indicating if particles are enabled on this scene
  33964. */
  33965. particlesEnabled: boolean;
  33966. /**
  33967. * Gets or sets a boolean indicating if sprites are enabled on this scene
  33968. */
  33969. spritesEnabled: boolean;
  33970. private _skeletonsEnabled;
  33971. /**
  33972. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  33973. */
  33974. skeletonsEnabled: boolean;
  33975. /**
  33976. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  33977. */
  33978. lensFlaresEnabled: boolean;
  33979. /**
  33980. * Gets or sets a boolean indicating if collisions are enabled on this scene
  33981. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33982. */
  33983. collisionsEnabled: boolean;
  33984. private _collisionCoordinator;
  33985. /** @hidden */
  33986. readonly collisionCoordinator: ICollisionCoordinator;
  33987. /**
  33988. * Defines the gravity applied to this scene (used only for collisions)
  33989. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33990. */
  33991. gravity: Vector3;
  33992. /**
  33993. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  33994. */
  33995. postProcessesEnabled: boolean;
  33996. /**
  33997. * The list of postprocesses added to the scene
  33998. */
  33999. postProcesses: PostProcess[];
  34000. /**
  34001. * Gets the current postprocess manager
  34002. */
  34003. postProcessManager: PostProcessManager;
  34004. /**
  34005. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34006. */
  34007. renderTargetsEnabled: boolean;
  34008. /**
  34009. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34010. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34011. */
  34012. dumpNextRenderTargets: boolean;
  34013. /**
  34014. * The list of user defined render targets added to the scene
  34015. */
  34016. customRenderTargets: RenderTargetTexture[];
  34017. /**
  34018. * Defines if texture loading must be delayed
  34019. * If true, textures will only be loaded when they need to be rendered
  34020. */
  34021. useDelayedTextureLoading: boolean;
  34022. /**
  34023. * Gets the list of meshes imported to the scene through SceneLoader
  34024. */
  34025. importedMeshesFiles: String[];
  34026. /**
  34027. * Gets or sets a boolean indicating if probes are enabled on this scene
  34028. */
  34029. probesEnabled: boolean;
  34030. /**
  34031. * Gets or sets the current offline provider to use to store scene data
  34032. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34033. */
  34034. offlineProvider: IOfflineProvider;
  34035. /**
  34036. * Gets or sets the action manager associated with the scene
  34037. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34038. */
  34039. actionManager: AbstractActionManager;
  34040. private _meshesForIntersections;
  34041. /**
  34042. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34043. */
  34044. proceduralTexturesEnabled: boolean;
  34045. private _engine;
  34046. private _totalVertices;
  34047. /** @hidden */
  34048. _activeIndices: PerfCounter;
  34049. /** @hidden */
  34050. _activeParticles: PerfCounter;
  34051. /** @hidden */
  34052. _activeBones: PerfCounter;
  34053. private _animationRatio;
  34054. /** @hidden */
  34055. _animationTimeLast: number;
  34056. /** @hidden */
  34057. _animationTime: number;
  34058. /**
  34059. * Gets or sets a general scale for animation speed
  34060. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34061. */
  34062. animationTimeScale: number;
  34063. /** @hidden */
  34064. _cachedMaterial: Nullable<Material>;
  34065. /** @hidden */
  34066. _cachedEffect: Nullable<Effect>;
  34067. /** @hidden */
  34068. _cachedVisibility: Nullable<number>;
  34069. private _renderId;
  34070. private _frameId;
  34071. private _executeWhenReadyTimeoutId;
  34072. private _intermediateRendering;
  34073. private _viewUpdateFlag;
  34074. private _projectionUpdateFlag;
  34075. /** @hidden */
  34076. _toBeDisposed: Nullable<IDisposable>[];
  34077. private _activeRequests;
  34078. /** @hidden */
  34079. _pendingData: any[];
  34080. private _isDisposed;
  34081. /**
  34082. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34083. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34084. */
  34085. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34086. private _activeMeshes;
  34087. private _processedMaterials;
  34088. private _renderTargets;
  34089. /** @hidden */
  34090. _activeParticleSystems: SmartArray<IParticleSystem>;
  34091. private _activeSkeletons;
  34092. private _softwareSkinnedMeshes;
  34093. private _renderingManager;
  34094. /** @hidden */
  34095. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34096. private _transformMatrix;
  34097. private _sceneUbo;
  34098. /** @hidden */
  34099. _viewMatrix: Matrix;
  34100. private _projectionMatrix;
  34101. /** @hidden */
  34102. _forcedViewPosition: Nullable<Vector3>;
  34103. /** @hidden */
  34104. _frustumPlanes: Plane[];
  34105. /**
  34106. * Gets the list of frustum planes (built from the active camera)
  34107. */
  34108. readonly frustumPlanes: Plane[];
  34109. /**
  34110. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34111. * This is useful if there are more lights that the maximum simulteanous authorized
  34112. */
  34113. requireLightSorting: boolean;
  34114. /** @hidden */
  34115. readonly useMaterialMeshMap: boolean;
  34116. /** @hidden */
  34117. readonly useClonedMeshhMap: boolean;
  34118. private _externalData;
  34119. private _uid;
  34120. /**
  34121. * @hidden
  34122. * Backing store of defined scene components.
  34123. */
  34124. _components: ISceneComponent[];
  34125. /**
  34126. * @hidden
  34127. * Backing store of defined scene components.
  34128. */
  34129. _serializableComponents: ISceneSerializableComponent[];
  34130. /**
  34131. * List of components to register on the next registration step.
  34132. */
  34133. private _transientComponents;
  34134. /**
  34135. * Registers the transient components if needed.
  34136. */
  34137. private _registerTransientComponents;
  34138. /**
  34139. * @hidden
  34140. * Add a component to the scene.
  34141. * Note that the ccomponent could be registered on th next frame if this is called after
  34142. * the register component stage.
  34143. * @param component Defines the component to add to the scene
  34144. */
  34145. _addComponent(component: ISceneComponent): void;
  34146. /**
  34147. * @hidden
  34148. * Gets a component from the scene.
  34149. * @param name defines the name of the component to retrieve
  34150. * @returns the component or null if not present
  34151. */
  34152. _getComponent(name: string): Nullable<ISceneComponent>;
  34153. /**
  34154. * @hidden
  34155. * Defines the actions happening before camera updates.
  34156. */
  34157. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34158. /**
  34159. * @hidden
  34160. * Defines the actions happening before clear the canvas.
  34161. */
  34162. _beforeClearStage: Stage<SimpleStageAction>;
  34163. /**
  34164. * @hidden
  34165. * Defines the actions when collecting render targets for the frame.
  34166. */
  34167. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34168. /**
  34169. * @hidden
  34170. * Defines the actions happening for one camera in the frame.
  34171. */
  34172. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34173. /**
  34174. * @hidden
  34175. * Defines the actions happening during the per mesh ready checks.
  34176. */
  34177. _isReadyForMeshStage: Stage<MeshStageAction>;
  34178. /**
  34179. * @hidden
  34180. * Defines the actions happening before evaluate active mesh checks.
  34181. */
  34182. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34183. /**
  34184. * @hidden
  34185. * Defines the actions happening during the evaluate sub mesh checks.
  34186. */
  34187. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34188. /**
  34189. * @hidden
  34190. * Defines the actions happening during the active mesh stage.
  34191. */
  34192. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34193. /**
  34194. * @hidden
  34195. * Defines the actions happening during the per camera render target step.
  34196. */
  34197. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34198. /**
  34199. * @hidden
  34200. * Defines the actions happening just before the active camera is drawing.
  34201. */
  34202. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34203. /**
  34204. * @hidden
  34205. * Defines the actions happening just before a render target is drawing.
  34206. */
  34207. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34208. /**
  34209. * @hidden
  34210. * Defines the actions happening just before a rendering group is drawing.
  34211. */
  34212. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34213. /**
  34214. * @hidden
  34215. * Defines the actions happening just before a mesh is drawing.
  34216. */
  34217. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34218. /**
  34219. * @hidden
  34220. * Defines the actions happening just after a mesh has been drawn.
  34221. */
  34222. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34223. /**
  34224. * @hidden
  34225. * Defines the actions happening just after a rendering group has been drawn.
  34226. */
  34227. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34228. /**
  34229. * @hidden
  34230. * Defines the actions happening just after the active camera has been drawn.
  34231. */
  34232. _afterCameraDrawStage: Stage<CameraStageAction>;
  34233. /**
  34234. * @hidden
  34235. * Defines the actions happening just after a render target has been drawn.
  34236. */
  34237. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34238. /**
  34239. * @hidden
  34240. * Defines the actions happening just after rendering all cameras and computing intersections.
  34241. */
  34242. _afterRenderStage: Stage<SimpleStageAction>;
  34243. /**
  34244. * @hidden
  34245. * Defines the actions happening when a pointer move event happens.
  34246. */
  34247. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34248. /**
  34249. * @hidden
  34250. * Defines the actions happening when a pointer down event happens.
  34251. */
  34252. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34253. /**
  34254. * @hidden
  34255. * Defines the actions happening when a pointer up event happens.
  34256. */
  34257. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34258. /**
  34259. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34260. */
  34261. private geometriesByUniqueId;
  34262. /**
  34263. * Creates a new Scene
  34264. * @param engine defines the engine to use to render this scene
  34265. * @param options defines the scene options
  34266. */
  34267. constructor(engine: Engine, options?: SceneOptions);
  34268. /**
  34269. * Gets a string idenfifying the name of the class
  34270. * @returns "Scene" string
  34271. */
  34272. getClassName(): string;
  34273. private _defaultMeshCandidates;
  34274. /**
  34275. * @hidden
  34276. */
  34277. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34278. private _defaultSubMeshCandidates;
  34279. /**
  34280. * @hidden
  34281. */
  34282. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34283. /**
  34284. * Sets the default candidate providers for the scene.
  34285. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34286. * and getCollidingSubMeshCandidates to their default function
  34287. */
  34288. setDefaultCandidateProviders(): void;
  34289. /**
  34290. * Gets the mesh that is currently under the pointer
  34291. */
  34292. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34293. /**
  34294. * Gets or sets the current on-screen X position of the pointer
  34295. */
  34296. pointerX: number;
  34297. /**
  34298. * Gets or sets the current on-screen Y position of the pointer
  34299. */
  34300. pointerY: number;
  34301. /**
  34302. * Gets the cached material (ie. the latest rendered one)
  34303. * @returns the cached material
  34304. */
  34305. getCachedMaterial(): Nullable<Material>;
  34306. /**
  34307. * Gets the cached effect (ie. the latest rendered one)
  34308. * @returns the cached effect
  34309. */
  34310. getCachedEffect(): Nullable<Effect>;
  34311. /**
  34312. * Gets the cached visibility state (ie. the latest rendered one)
  34313. * @returns the cached visibility state
  34314. */
  34315. getCachedVisibility(): Nullable<number>;
  34316. /**
  34317. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34318. * @param material defines the current material
  34319. * @param effect defines the current effect
  34320. * @param visibility defines the current visibility state
  34321. * @returns true if one parameter is not cached
  34322. */
  34323. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34324. /**
  34325. * Gets the engine associated with the scene
  34326. * @returns an Engine
  34327. */
  34328. getEngine(): Engine;
  34329. /**
  34330. * Gets the total number of vertices rendered per frame
  34331. * @returns the total number of vertices rendered per frame
  34332. */
  34333. getTotalVertices(): number;
  34334. /**
  34335. * Gets the performance counter for total vertices
  34336. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34337. */
  34338. readonly totalVerticesPerfCounter: PerfCounter;
  34339. /**
  34340. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34341. * @returns the total number of active indices rendered per frame
  34342. */
  34343. getActiveIndices(): number;
  34344. /**
  34345. * Gets the performance counter for active indices
  34346. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34347. */
  34348. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34349. /**
  34350. * Gets the total number of active particles rendered per frame
  34351. * @returns the total number of active particles rendered per frame
  34352. */
  34353. getActiveParticles(): number;
  34354. /**
  34355. * Gets the performance counter for active particles
  34356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34357. */
  34358. readonly activeParticlesPerfCounter: PerfCounter;
  34359. /**
  34360. * Gets the total number of active bones rendered per frame
  34361. * @returns the total number of active bones rendered per frame
  34362. */
  34363. getActiveBones(): number;
  34364. /**
  34365. * Gets the performance counter for active bones
  34366. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34367. */
  34368. readonly activeBonesPerfCounter: PerfCounter;
  34369. /**
  34370. * Gets the array of active meshes
  34371. * @returns an array of AbstractMesh
  34372. */
  34373. getActiveMeshes(): SmartArray<AbstractMesh>;
  34374. /**
  34375. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34376. * @returns a number
  34377. */
  34378. getAnimationRatio(): number;
  34379. /**
  34380. * Gets an unique Id for the current render phase
  34381. * @returns a number
  34382. */
  34383. getRenderId(): number;
  34384. /**
  34385. * Gets an unique Id for the current frame
  34386. * @returns a number
  34387. */
  34388. getFrameId(): number;
  34389. /** Call this function if you want to manually increment the render Id*/
  34390. incrementRenderId(): void;
  34391. private _createUbo;
  34392. /**
  34393. * Use this method to simulate a pointer move on a mesh
  34394. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34395. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34396. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34397. * @returns the current scene
  34398. */
  34399. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34400. /**
  34401. * Use this method to simulate a pointer down on a mesh
  34402. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34403. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34404. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34405. * @returns the current scene
  34406. */
  34407. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34408. /**
  34409. * Use this method to simulate a pointer up on a mesh
  34410. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34411. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34412. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34413. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34414. * @returns the current scene
  34415. */
  34416. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34417. /**
  34418. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34419. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34420. * @returns true if the pointer was captured
  34421. */
  34422. isPointerCaptured(pointerId?: number): boolean;
  34423. /**
  34424. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34425. * @param attachUp defines if you want to attach events to pointerup
  34426. * @param attachDown defines if you want to attach events to pointerdown
  34427. * @param attachMove defines if you want to attach events to pointermove
  34428. */
  34429. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34430. /** Detaches all event handlers*/
  34431. detachControl(): void;
  34432. /**
  34433. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34434. * Delay loaded resources are not taking in account
  34435. * @return true if all required resources are ready
  34436. */
  34437. isReady(): boolean;
  34438. /** Resets all cached information relative to material (including effect and visibility) */
  34439. resetCachedMaterial(): void;
  34440. /**
  34441. * Registers a function to be called before every frame render
  34442. * @param func defines the function to register
  34443. */
  34444. registerBeforeRender(func: () => void): void;
  34445. /**
  34446. * Unregisters a function called before every frame render
  34447. * @param func defines the function to unregister
  34448. */
  34449. unregisterBeforeRender(func: () => void): void;
  34450. /**
  34451. * Registers a function to be called after every frame render
  34452. * @param func defines the function to register
  34453. */
  34454. registerAfterRender(func: () => void): void;
  34455. /**
  34456. * Unregisters a function called after every frame render
  34457. * @param func defines the function to unregister
  34458. */
  34459. unregisterAfterRender(func: () => void): void;
  34460. private _executeOnceBeforeRender;
  34461. /**
  34462. * The provided function will run before render once and will be disposed afterwards.
  34463. * A timeout delay can be provided so that the function will be executed in N ms.
  34464. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34465. * @param func The function to be executed.
  34466. * @param timeout optional delay in ms
  34467. */
  34468. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34469. /** @hidden */
  34470. _addPendingData(data: any): void;
  34471. /** @hidden */
  34472. _removePendingData(data: any): void;
  34473. /**
  34474. * Returns the number of items waiting to be loaded
  34475. * @returns the number of items waiting to be loaded
  34476. */
  34477. getWaitingItemsCount(): number;
  34478. /**
  34479. * Returns a boolean indicating if the scene is still loading data
  34480. */
  34481. readonly isLoading: boolean;
  34482. /**
  34483. * Registers a function to be executed when the scene is ready
  34484. * @param {Function} func - the function to be executed
  34485. */
  34486. executeWhenReady(func: () => void): void;
  34487. /**
  34488. * Returns a promise that resolves when the scene is ready
  34489. * @returns A promise that resolves when the scene is ready
  34490. */
  34491. whenReadyAsync(): Promise<void>;
  34492. /** @hidden */
  34493. _checkIsReady(): void;
  34494. /**
  34495. * Gets all animatable attached to the scene
  34496. */
  34497. readonly animatables: Animatable[];
  34498. /**
  34499. * Resets the last animation time frame.
  34500. * Useful to override when animations start running when loading a scene for the first time.
  34501. */
  34502. resetLastAnimationTimeFrame(): void;
  34503. /**
  34504. * Gets the current view matrix
  34505. * @returns a Matrix
  34506. */
  34507. getViewMatrix(): Matrix;
  34508. /**
  34509. * Gets the current projection matrix
  34510. * @returns a Matrix
  34511. */
  34512. getProjectionMatrix(): Matrix;
  34513. /**
  34514. * Gets the current transform matrix
  34515. * @returns a Matrix made of View * Projection
  34516. */
  34517. getTransformMatrix(): Matrix;
  34518. /**
  34519. * Sets the current transform matrix
  34520. * @param viewL defines the View matrix to use
  34521. * @param projectionL defines the Projection matrix to use
  34522. * @param viewR defines the right View matrix to use (if provided)
  34523. * @param projectionR defines the right Projection matrix to use (if provided)
  34524. */
  34525. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34526. /**
  34527. * Gets the uniform buffer used to store scene data
  34528. * @returns a UniformBuffer
  34529. */
  34530. getSceneUniformBuffer(): UniformBuffer;
  34531. /**
  34532. * Gets an unique (relatively to the current scene) Id
  34533. * @returns an unique number for the scene
  34534. */
  34535. getUniqueId(): number;
  34536. /**
  34537. * Add a mesh to the list of scene's meshes
  34538. * @param newMesh defines the mesh to add
  34539. * @param recursive if all child meshes should also be added to the scene
  34540. */
  34541. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34542. /**
  34543. * Remove a mesh for the list of scene's meshes
  34544. * @param toRemove defines the mesh to remove
  34545. * @param recursive if all child meshes should also be removed from the scene
  34546. * @returns the index where the mesh was in the mesh list
  34547. */
  34548. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34549. /**
  34550. * Add a transform node to the list of scene's transform nodes
  34551. * @param newTransformNode defines the transform node to add
  34552. */
  34553. addTransformNode(newTransformNode: TransformNode): void;
  34554. /**
  34555. * Remove a transform node for the list of scene's transform nodes
  34556. * @param toRemove defines the transform node to remove
  34557. * @returns the index where the transform node was in the transform node list
  34558. */
  34559. removeTransformNode(toRemove: TransformNode): number;
  34560. /**
  34561. * Remove a skeleton for the list of scene's skeletons
  34562. * @param toRemove defines the skeleton to remove
  34563. * @returns the index where the skeleton was in the skeleton list
  34564. */
  34565. removeSkeleton(toRemove: Skeleton): number;
  34566. /**
  34567. * Remove a morph target for the list of scene's morph targets
  34568. * @param toRemove defines the morph target to remove
  34569. * @returns the index where the morph target was in the morph target list
  34570. */
  34571. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34572. /**
  34573. * Remove a light for the list of scene's lights
  34574. * @param toRemove defines the light to remove
  34575. * @returns the index where the light was in the light list
  34576. */
  34577. removeLight(toRemove: Light): number;
  34578. /**
  34579. * Remove a camera for the list of scene's cameras
  34580. * @param toRemove defines the camera to remove
  34581. * @returns the index where the camera was in the camera list
  34582. */
  34583. removeCamera(toRemove: Camera): number;
  34584. /**
  34585. * Remove a particle system for the list of scene's particle systems
  34586. * @param toRemove defines the particle system to remove
  34587. * @returns the index where the particle system was in the particle system list
  34588. */
  34589. removeParticleSystem(toRemove: IParticleSystem): number;
  34590. /**
  34591. * Remove a animation for the list of scene's animations
  34592. * @param toRemove defines the animation to remove
  34593. * @returns the index where the animation was in the animation list
  34594. */
  34595. removeAnimation(toRemove: Animation): number;
  34596. /**
  34597. * Will stop the animation of the given target
  34598. * @param target - the target
  34599. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34600. * @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)
  34601. */
  34602. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34603. /**
  34604. * Removes the given animation group from this scene.
  34605. * @param toRemove The animation group to remove
  34606. * @returns The index of the removed animation group
  34607. */
  34608. removeAnimationGroup(toRemove: AnimationGroup): number;
  34609. /**
  34610. * Removes the given multi-material from this scene.
  34611. * @param toRemove The multi-material to remove
  34612. * @returns The index of the removed multi-material
  34613. */
  34614. removeMultiMaterial(toRemove: MultiMaterial): number;
  34615. /**
  34616. * Removes the given material from this scene.
  34617. * @param toRemove The material to remove
  34618. * @returns The index of the removed material
  34619. */
  34620. removeMaterial(toRemove: Material): number;
  34621. /**
  34622. * Removes the given action manager from this scene.
  34623. * @param toRemove The action manager to remove
  34624. * @returns The index of the removed action manager
  34625. */
  34626. removeActionManager(toRemove: AbstractActionManager): number;
  34627. /**
  34628. * Removes the given texture from this scene.
  34629. * @param toRemove The texture to remove
  34630. * @returns The index of the removed texture
  34631. */
  34632. removeTexture(toRemove: BaseTexture): number;
  34633. /**
  34634. * Adds the given light to this scene
  34635. * @param newLight The light to add
  34636. */
  34637. addLight(newLight: Light): void;
  34638. /**
  34639. * Sorts the list list based on light priorities
  34640. */
  34641. sortLightsByPriority(): void;
  34642. /**
  34643. * Adds the given camera to this scene
  34644. * @param newCamera The camera to add
  34645. */
  34646. addCamera(newCamera: Camera): void;
  34647. /**
  34648. * Adds the given skeleton to this scene
  34649. * @param newSkeleton The skeleton to add
  34650. */
  34651. addSkeleton(newSkeleton: Skeleton): void;
  34652. /**
  34653. * Adds the given particle system to this scene
  34654. * @param newParticleSystem The particle system to add
  34655. */
  34656. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34657. /**
  34658. * Adds the given animation to this scene
  34659. * @param newAnimation The animation to add
  34660. */
  34661. addAnimation(newAnimation: Animation): void;
  34662. /**
  34663. * Adds the given animation group to this scene.
  34664. * @param newAnimationGroup The animation group to add
  34665. */
  34666. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34667. /**
  34668. * Adds the given multi-material to this scene
  34669. * @param newMultiMaterial The multi-material to add
  34670. */
  34671. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34672. /**
  34673. * Adds the given material to this scene
  34674. * @param newMaterial The material to add
  34675. */
  34676. addMaterial(newMaterial: Material): void;
  34677. /**
  34678. * Adds the given morph target to this scene
  34679. * @param newMorphTargetManager The morph target to add
  34680. */
  34681. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34682. /**
  34683. * Adds the given geometry to this scene
  34684. * @param newGeometry The geometry to add
  34685. */
  34686. addGeometry(newGeometry: Geometry): void;
  34687. /**
  34688. * Adds the given action manager to this scene
  34689. * @param newActionManager The action manager to add
  34690. */
  34691. addActionManager(newActionManager: AbstractActionManager): void;
  34692. /**
  34693. * Adds the given texture to this scene.
  34694. * @param newTexture The texture to add
  34695. */
  34696. addTexture(newTexture: BaseTexture): void;
  34697. /**
  34698. * Switch active camera
  34699. * @param newCamera defines the new active camera
  34700. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34701. */
  34702. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34703. /**
  34704. * sets the active camera of the scene using its ID
  34705. * @param id defines the camera's ID
  34706. * @return the new active camera or null if none found.
  34707. */
  34708. setActiveCameraByID(id: string): Nullable<Camera>;
  34709. /**
  34710. * sets the active camera of the scene using its name
  34711. * @param name defines the camera's name
  34712. * @returns the new active camera or null if none found.
  34713. */
  34714. setActiveCameraByName(name: string): Nullable<Camera>;
  34715. /**
  34716. * get an animation group using its name
  34717. * @param name defines the material's name
  34718. * @return the animation group or null if none found.
  34719. */
  34720. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34721. /**
  34722. * Get a material using its unique id
  34723. * @param uniqueId defines the material's unique id
  34724. * @return the material or null if none found.
  34725. */
  34726. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34727. /**
  34728. * get a material using its id
  34729. * @param id defines the material's ID
  34730. * @return the material or null if none found.
  34731. */
  34732. getMaterialByID(id: string): Nullable<Material>;
  34733. /**
  34734. * Gets a the last added material using a given id
  34735. * @param id defines the material's ID
  34736. * @return the last material with the given id or null if none found.
  34737. */
  34738. getLastMaterialByID(id: string): Nullable<Material>;
  34739. /**
  34740. * Gets a material using its name
  34741. * @param name defines the material's name
  34742. * @return the material or null if none found.
  34743. */
  34744. getMaterialByName(name: string): Nullable<Material>;
  34745. /**
  34746. * Gets a camera using its id
  34747. * @param id defines the id to look for
  34748. * @returns the camera or null if not found
  34749. */
  34750. getCameraByID(id: string): Nullable<Camera>;
  34751. /**
  34752. * Gets a camera using its unique id
  34753. * @param uniqueId defines the unique id to look for
  34754. * @returns the camera or null if not found
  34755. */
  34756. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34757. /**
  34758. * Gets a camera using its name
  34759. * @param name defines the camera's name
  34760. * @return the camera or null if none found.
  34761. */
  34762. getCameraByName(name: string): Nullable<Camera>;
  34763. /**
  34764. * Gets a bone using its id
  34765. * @param id defines the bone's id
  34766. * @return the bone or null if not found
  34767. */
  34768. getBoneByID(id: string): Nullable<Bone>;
  34769. /**
  34770. * Gets a bone using its id
  34771. * @param name defines the bone's name
  34772. * @return the bone or null if not found
  34773. */
  34774. getBoneByName(name: string): Nullable<Bone>;
  34775. /**
  34776. * Gets a light node using its name
  34777. * @param name defines the the light's name
  34778. * @return the light or null if none found.
  34779. */
  34780. getLightByName(name: string): Nullable<Light>;
  34781. /**
  34782. * Gets a light node using its id
  34783. * @param id defines the light's id
  34784. * @return the light or null if none found.
  34785. */
  34786. getLightByID(id: string): Nullable<Light>;
  34787. /**
  34788. * Gets a light node using its scene-generated unique ID
  34789. * @param uniqueId defines the light's unique id
  34790. * @return the light or null if none found.
  34791. */
  34792. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34793. /**
  34794. * Gets a particle system by id
  34795. * @param id defines the particle system id
  34796. * @return the corresponding system or null if none found
  34797. */
  34798. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34799. /**
  34800. * Gets a geometry using its ID
  34801. * @param id defines the geometry's id
  34802. * @return the geometry or null if none found.
  34803. */
  34804. getGeometryByID(id: string): Nullable<Geometry>;
  34805. private _getGeometryByUniqueID;
  34806. /**
  34807. * Add a new geometry to this scene
  34808. * @param geometry defines the geometry to be added to the scene.
  34809. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34810. * @return a boolean defining if the geometry was added or not
  34811. */
  34812. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34813. /**
  34814. * Removes an existing geometry
  34815. * @param geometry defines the geometry to be removed from the scene
  34816. * @return a boolean defining if the geometry was removed or not
  34817. */
  34818. removeGeometry(geometry: Geometry): boolean;
  34819. /**
  34820. * Gets the list of geometries attached to the scene
  34821. * @returns an array of Geometry
  34822. */
  34823. getGeometries(): Geometry[];
  34824. /**
  34825. * Gets the first added mesh found of a given ID
  34826. * @param id defines the id to search for
  34827. * @return the mesh found or null if not found at all
  34828. */
  34829. getMeshByID(id: string): Nullable<AbstractMesh>;
  34830. /**
  34831. * Gets a list of meshes using their id
  34832. * @param id defines the id to search for
  34833. * @returns a list of meshes
  34834. */
  34835. getMeshesByID(id: string): Array<AbstractMesh>;
  34836. /**
  34837. * Gets the first added transform node found of a given ID
  34838. * @param id defines the id to search for
  34839. * @return the found transform node or null if not found at all.
  34840. */
  34841. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34842. /**
  34843. * Gets a transform node with its auto-generated unique id
  34844. * @param uniqueId efines the unique id to search for
  34845. * @return the found transform node or null if not found at all.
  34846. */
  34847. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34848. /**
  34849. * Gets a list of transform nodes using their id
  34850. * @param id defines the id to search for
  34851. * @returns a list of transform nodes
  34852. */
  34853. getTransformNodesByID(id: string): Array<TransformNode>;
  34854. /**
  34855. * Gets a mesh with its auto-generated unique id
  34856. * @param uniqueId defines the unique id to search for
  34857. * @return the found mesh or null if not found at all.
  34858. */
  34859. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34860. /**
  34861. * Gets a the last added mesh using a given id
  34862. * @param id defines the id to search for
  34863. * @return the found mesh or null if not found at all.
  34864. */
  34865. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34866. /**
  34867. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34868. * @param id defines the id to search for
  34869. * @return the found node or null if not found at all
  34870. */
  34871. getLastEntryByID(id: string): Nullable<Node>;
  34872. /**
  34873. * Gets a node (Mesh, Camera, Light) using a given id
  34874. * @param id defines the id to search for
  34875. * @return the found node or null if not found at all
  34876. */
  34877. getNodeByID(id: string): Nullable<Node>;
  34878. /**
  34879. * Gets a node (Mesh, Camera, Light) using a given name
  34880. * @param name defines the name to search for
  34881. * @return the found node or null if not found at all.
  34882. */
  34883. getNodeByName(name: string): Nullable<Node>;
  34884. /**
  34885. * Gets a mesh using a given name
  34886. * @param name defines the name to search for
  34887. * @return the found mesh or null if not found at all.
  34888. */
  34889. getMeshByName(name: string): Nullable<AbstractMesh>;
  34890. /**
  34891. * Gets a transform node using a given name
  34892. * @param name defines the name to search for
  34893. * @return the found transform node or null if not found at all.
  34894. */
  34895. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34896. /**
  34897. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34898. * @param id defines the id to search for
  34899. * @return the found skeleton or null if not found at all.
  34900. */
  34901. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34902. /**
  34903. * Gets a skeleton using a given auto generated unique id
  34904. * @param uniqueId defines the unique id to search for
  34905. * @return the found skeleton or null if not found at all.
  34906. */
  34907. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34908. /**
  34909. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34910. * @param id defines the id to search for
  34911. * @return the found skeleton or null if not found at all.
  34912. */
  34913. getSkeletonById(id: string): Nullable<Skeleton>;
  34914. /**
  34915. * Gets a skeleton using a given name
  34916. * @param name defines the name to search for
  34917. * @return the found skeleton or null if not found at all.
  34918. */
  34919. getSkeletonByName(name: string): Nullable<Skeleton>;
  34920. /**
  34921. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34922. * @param id defines the id to search for
  34923. * @return the found morph target manager or null if not found at all.
  34924. */
  34925. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34926. /**
  34927. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34928. * @param id defines the id to search for
  34929. * @return the found morph target or null if not found at all.
  34930. */
  34931. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34932. /**
  34933. * Gets a boolean indicating if the given mesh is active
  34934. * @param mesh defines the mesh to look for
  34935. * @returns true if the mesh is in the active list
  34936. */
  34937. isActiveMesh(mesh: AbstractMesh): boolean;
  34938. /**
  34939. * Return a unique id as a string which can serve as an identifier for the scene
  34940. */
  34941. readonly uid: string;
  34942. /**
  34943. * Add an externaly attached data from its key.
  34944. * This method call will fail and return false, if such key already exists.
  34945. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  34946. * @param key the unique key that identifies the data
  34947. * @param data the data object to associate to the key for this Engine instance
  34948. * @return true if no such key were already present and the data was added successfully, false otherwise
  34949. */
  34950. addExternalData<T>(key: string, data: T): boolean;
  34951. /**
  34952. * Get an externaly attached data from its key
  34953. * @param key the unique key that identifies the data
  34954. * @return the associated data, if present (can be null), or undefined if not present
  34955. */
  34956. getExternalData<T>(key: string): Nullable<T>;
  34957. /**
  34958. * Get an externaly attached data from its key, create it using a factory if it's not already present
  34959. * @param key the unique key that identifies the data
  34960. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  34961. * @return the associated data, can be null if the factory returned null.
  34962. */
  34963. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  34964. /**
  34965. * Remove an externaly attached data from the Engine instance
  34966. * @param key the unique key that identifies the data
  34967. * @return true if the data was successfully removed, false if it doesn't exist
  34968. */
  34969. removeExternalData(key: string): boolean;
  34970. private _evaluateSubMesh;
  34971. /**
  34972. * Clear the processed materials smart array preventing retention point in material dispose.
  34973. */
  34974. freeProcessedMaterials(): void;
  34975. private _preventFreeActiveMeshesAndRenderingGroups;
  34976. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  34977. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  34978. * when disposing several meshes in a row or a hierarchy of meshes.
  34979. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  34980. */
  34981. blockfreeActiveMeshesAndRenderingGroups: boolean;
  34982. /**
  34983. * Clear the active meshes smart array preventing retention point in mesh dispose.
  34984. */
  34985. freeActiveMeshes(): void;
  34986. /**
  34987. * Clear the info related to rendering groups preventing retention points during dispose.
  34988. */
  34989. freeRenderingGroups(): void;
  34990. /** @hidden */
  34991. _isInIntermediateRendering(): boolean;
  34992. /**
  34993. * Lambda returning the list of potentially active meshes.
  34994. */
  34995. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  34996. /**
  34997. * Lambda returning the list of potentially active sub meshes.
  34998. */
  34999. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35000. /**
  35001. * Lambda returning the list of potentially intersecting sub meshes.
  35002. */
  35003. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35004. /**
  35005. * Lambda returning the list of potentially colliding sub meshes.
  35006. */
  35007. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35008. private _activeMeshesFrozen;
  35009. /**
  35010. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35011. * @returns the current scene
  35012. */
  35013. freezeActiveMeshes(): Scene;
  35014. /**
  35015. * Use this function to restart evaluating active meshes on every frame
  35016. * @returns the current scene
  35017. */
  35018. unfreezeActiveMeshes(): Scene;
  35019. private _evaluateActiveMeshes;
  35020. private _activeMesh;
  35021. /**
  35022. * Update the transform matrix to update from the current active camera
  35023. * @param force defines a boolean used to force the update even if cache is up to date
  35024. */
  35025. updateTransformMatrix(force?: boolean): void;
  35026. private _bindFrameBuffer;
  35027. /** @hidden */
  35028. _allowPostProcessClearColor: boolean;
  35029. /** @hidden */
  35030. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35031. private _processSubCameras;
  35032. private _checkIntersections;
  35033. /** @hidden */
  35034. _advancePhysicsEngineStep(step: number): void;
  35035. /**
  35036. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35037. */
  35038. getDeterministicFrameTime: () => number;
  35039. /** @hidden */
  35040. _animate(): void;
  35041. /** Execute all animations (for a frame) */
  35042. animate(): void;
  35043. /**
  35044. * Render the scene
  35045. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35046. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35047. */
  35048. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35049. /**
  35050. * Freeze all materials
  35051. * A frozen material will not be updatable but should be faster to render
  35052. */
  35053. freezeMaterials(): void;
  35054. /**
  35055. * Unfreeze all materials
  35056. * A frozen material will not be updatable but should be faster to render
  35057. */
  35058. unfreezeMaterials(): void;
  35059. /**
  35060. * Releases all held ressources
  35061. */
  35062. dispose(): void;
  35063. /**
  35064. * Gets if the scene is already disposed
  35065. */
  35066. readonly isDisposed: boolean;
  35067. /**
  35068. * Call this function to reduce memory footprint of the scene.
  35069. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35070. */
  35071. clearCachedVertexData(): void;
  35072. /**
  35073. * This function will remove the local cached buffer data from texture.
  35074. * It will save memory but will prevent the texture from being rebuilt
  35075. */
  35076. cleanCachedTextureBuffer(): void;
  35077. /**
  35078. * Get the world extend vectors with an optional filter
  35079. *
  35080. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35081. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35082. */
  35083. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35084. min: Vector3;
  35085. max: Vector3;
  35086. };
  35087. /**
  35088. * Creates a ray that can be used to pick in the scene
  35089. * @param x defines the x coordinate of the origin (on-screen)
  35090. * @param y defines the y coordinate of the origin (on-screen)
  35091. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35092. * @param camera defines the camera to use for the picking
  35093. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35094. * @returns a Ray
  35095. */
  35096. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35097. /**
  35098. * Creates a ray that can be used to pick in the scene
  35099. * @param x defines the x coordinate of the origin (on-screen)
  35100. * @param y defines the y coordinate of the origin (on-screen)
  35101. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35102. * @param result defines the ray where to store the picking ray
  35103. * @param camera defines the camera to use for the picking
  35104. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35105. * @returns the current scene
  35106. */
  35107. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35108. /**
  35109. * Creates a ray that can be used to pick in the scene
  35110. * @param x defines the x coordinate of the origin (on-screen)
  35111. * @param y defines the y coordinate of the origin (on-screen)
  35112. * @param camera defines the camera to use for the picking
  35113. * @returns a Ray
  35114. */
  35115. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35116. /**
  35117. * Creates a ray that can be used to pick in the scene
  35118. * @param x defines the x coordinate of the origin (on-screen)
  35119. * @param y defines the y coordinate of the origin (on-screen)
  35120. * @param result defines the ray where to store the picking ray
  35121. * @param camera defines the camera to use for the picking
  35122. * @returns the current scene
  35123. */
  35124. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35125. /** Launch a ray to try to pick a mesh in the scene
  35126. * @param x position on screen
  35127. * @param y position on screen
  35128. * @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
  35129. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35130. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35131. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35132. * @returns a PickingInfo
  35133. */
  35134. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35135. /** Use the given ray to pick a mesh in the scene
  35136. * @param ray The ray to use to pick meshes
  35137. * @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
  35138. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35139. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35140. * @returns a PickingInfo
  35141. */
  35142. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35143. /**
  35144. * Launch a ray to try to pick a mesh in the scene
  35145. * @param x X position on screen
  35146. * @param y Y position on screen
  35147. * @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
  35148. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35149. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35150. * @returns an array of PickingInfo
  35151. */
  35152. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35153. /**
  35154. * Launch a ray to try to pick a mesh in the scene
  35155. * @param ray Ray to use
  35156. * @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
  35157. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35158. * @returns an array of PickingInfo
  35159. */
  35160. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35161. /**
  35162. * Force the value of meshUnderPointer
  35163. * @param mesh defines the mesh to use
  35164. */
  35165. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35166. /**
  35167. * Gets the mesh under the pointer
  35168. * @returns a Mesh or null if no mesh is under the pointer
  35169. */
  35170. getPointerOverMesh(): Nullable<AbstractMesh>;
  35171. /** @hidden */
  35172. _rebuildGeometries(): void;
  35173. /** @hidden */
  35174. _rebuildTextures(): void;
  35175. private _getByTags;
  35176. /**
  35177. * Get a list of meshes by tags
  35178. * @param tagsQuery defines the tags query to use
  35179. * @param forEach defines a predicate used to filter results
  35180. * @returns an array of Mesh
  35181. */
  35182. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35183. /**
  35184. * Get a list of cameras by tags
  35185. * @param tagsQuery defines the tags query to use
  35186. * @param forEach defines a predicate used to filter results
  35187. * @returns an array of Camera
  35188. */
  35189. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35190. /**
  35191. * Get a list of lights by tags
  35192. * @param tagsQuery defines the tags query to use
  35193. * @param forEach defines a predicate used to filter results
  35194. * @returns an array of Light
  35195. */
  35196. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35197. /**
  35198. * Get a list of materials by tags
  35199. * @param tagsQuery defines the tags query to use
  35200. * @param forEach defines a predicate used to filter results
  35201. * @returns an array of Material
  35202. */
  35203. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35204. /**
  35205. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35206. * This allowed control for front to back rendering or reversly depending of the special needs.
  35207. *
  35208. * @param renderingGroupId The rendering group id corresponding to its index
  35209. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35210. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35211. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35212. */
  35213. 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;
  35214. /**
  35215. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35216. *
  35217. * @param renderingGroupId The rendering group id corresponding to its index
  35218. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35219. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35220. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35221. */
  35222. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35223. /**
  35224. * Gets the current auto clear configuration for one rendering group of the rendering
  35225. * manager.
  35226. * @param index the rendering group index to get the information for
  35227. * @returns The auto clear setup for the requested rendering group
  35228. */
  35229. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35230. private _blockMaterialDirtyMechanism;
  35231. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35232. blockMaterialDirtyMechanism: boolean;
  35233. /**
  35234. * Will flag all materials as dirty to trigger new shader compilation
  35235. * @param flag defines the flag used to specify which material part must be marked as dirty
  35236. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35237. */
  35238. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35239. /** @hidden */
  35240. _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;
  35241. /** @hidden */
  35242. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35243. }
  35244. }
  35245. declare module "babylonjs/assetContainer" {
  35246. import { AbstractScene } from "babylonjs/abstractScene";
  35247. import { Scene } from "babylonjs/scene";
  35248. import { Mesh } from "babylonjs/Meshes/mesh";
  35249. /**
  35250. * Set of assets to keep when moving a scene into an asset container.
  35251. */
  35252. export class KeepAssets extends AbstractScene {
  35253. }
  35254. /**
  35255. * Container with a set of assets that can be added or removed from a scene.
  35256. */
  35257. export class AssetContainer extends AbstractScene {
  35258. /**
  35259. * The scene the AssetContainer belongs to.
  35260. */
  35261. scene: Scene;
  35262. /**
  35263. * Instantiates an AssetContainer.
  35264. * @param scene The scene the AssetContainer belongs to.
  35265. */
  35266. constructor(scene: Scene);
  35267. /**
  35268. * Adds all the assets from the container to the scene.
  35269. */
  35270. addAllToScene(): void;
  35271. /**
  35272. * Removes all the assets in the container from the scene
  35273. */
  35274. removeAllFromScene(): void;
  35275. /**
  35276. * Disposes all the assets in the container
  35277. */
  35278. dispose(): void;
  35279. private _moveAssets;
  35280. /**
  35281. * Removes all the assets contained in the scene and adds them to the container.
  35282. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35283. */
  35284. moveAllFromScene(keepAssets?: KeepAssets): void;
  35285. /**
  35286. * 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.
  35287. * @returns the root mesh
  35288. */
  35289. createRootMesh(): Mesh;
  35290. }
  35291. }
  35292. declare module "babylonjs/abstractScene" {
  35293. import { Scene } from "babylonjs/scene";
  35294. import { Nullable } from "babylonjs/types";
  35295. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35296. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35297. import { Geometry } from "babylonjs/Meshes/geometry";
  35298. import { Skeleton } from "babylonjs/Bones/skeleton";
  35299. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35300. import { AssetContainer } from "babylonjs/assetContainer";
  35301. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35302. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35304. import { Material } from "babylonjs/Materials/material";
  35305. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35306. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35307. import { Camera } from "babylonjs/Cameras/camera";
  35308. import { Light } from "babylonjs/Lights/light";
  35309. import { Node } from "babylonjs/node";
  35310. import { Animation } from "babylonjs/Animations/animation";
  35311. /**
  35312. * Defines how the parser contract is defined.
  35313. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35314. */
  35315. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35316. /**
  35317. * Defines how the individual parser contract is defined.
  35318. * These parser can parse an individual asset
  35319. */
  35320. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35321. /**
  35322. * Base class of the scene acting as a container for the different elements composing a scene.
  35323. * This class is dynamically extended by the different components of the scene increasing
  35324. * flexibility and reducing coupling
  35325. */
  35326. export abstract class AbstractScene {
  35327. /**
  35328. * Stores the list of available parsers in the application.
  35329. */
  35330. private static _BabylonFileParsers;
  35331. /**
  35332. * Stores the list of available individual parsers in the application.
  35333. */
  35334. private static _IndividualBabylonFileParsers;
  35335. /**
  35336. * Adds a parser in the list of available ones
  35337. * @param name Defines the name of the parser
  35338. * @param parser Defines the parser to add
  35339. */
  35340. static AddParser(name: string, parser: BabylonFileParser): void;
  35341. /**
  35342. * Gets a general parser from the list of avaialble ones
  35343. * @param name Defines the name of the parser
  35344. * @returns the requested parser or null
  35345. */
  35346. static GetParser(name: string): Nullable<BabylonFileParser>;
  35347. /**
  35348. * Adds n individual parser in the list of available ones
  35349. * @param name Defines the name of the parser
  35350. * @param parser Defines the parser to add
  35351. */
  35352. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35353. /**
  35354. * Gets an individual parser from the list of avaialble ones
  35355. * @param name Defines the name of the parser
  35356. * @returns the requested parser or null
  35357. */
  35358. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35359. /**
  35360. * Parser json data and populate both a scene and its associated container object
  35361. * @param jsonData Defines the data to parse
  35362. * @param scene Defines the scene to parse the data for
  35363. * @param container Defines the container attached to the parsing sequence
  35364. * @param rootUrl Defines the root url of the data
  35365. */
  35366. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35367. /**
  35368. * Gets the list of root nodes (ie. nodes with no parent)
  35369. */
  35370. rootNodes: Node[];
  35371. /** All of the cameras added to this scene
  35372. * @see http://doc.babylonjs.com/babylon101/cameras
  35373. */
  35374. cameras: Camera[];
  35375. /**
  35376. * All of the lights added to this scene
  35377. * @see http://doc.babylonjs.com/babylon101/lights
  35378. */
  35379. lights: Light[];
  35380. /**
  35381. * All of the (abstract) meshes added to this scene
  35382. */
  35383. meshes: AbstractMesh[];
  35384. /**
  35385. * The list of skeletons added to the scene
  35386. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35387. */
  35388. skeletons: Skeleton[];
  35389. /**
  35390. * All of the particle systems added to this scene
  35391. * @see http://doc.babylonjs.com/babylon101/particles
  35392. */
  35393. particleSystems: IParticleSystem[];
  35394. /**
  35395. * Gets a list of Animations associated with the scene
  35396. */
  35397. animations: Animation[];
  35398. /**
  35399. * All of the animation groups added to this scene
  35400. * @see http://doc.babylonjs.com/how_to/group
  35401. */
  35402. animationGroups: AnimationGroup[];
  35403. /**
  35404. * All of the multi-materials added to this scene
  35405. * @see http://doc.babylonjs.com/how_to/multi_materials
  35406. */
  35407. multiMaterials: MultiMaterial[];
  35408. /**
  35409. * All of the materials added to this scene
  35410. * In the context of a Scene, it is not supposed to be modified manually.
  35411. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35412. * Note also that the order of the Material wihin the array is not significant and might change.
  35413. * @see http://doc.babylonjs.com/babylon101/materials
  35414. */
  35415. materials: Material[];
  35416. /**
  35417. * The list of morph target managers added to the scene
  35418. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35419. */
  35420. morphTargetManagers: MorphTargetManager[];
  35421. /**
  35422. * The list of geometries used in the scene.
  35423. */
  35424. geometries: Geometry[];
  35425. /**
  35426. * All of the tranform nodes added to this scene
  35427. * In the context of a Scene, it is not supposed to be modified manually.
  35428. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35429. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35430. * @see http://doc.babylonjs.com/how_to/transformnode
  35431. */
  35432. transformNodes: TransformNode[];
  35433. /**
  35434. * ActionManagers available on the scene.
  35435. */
  35436. actionManagers: AbstractActionManager[];
  35437. /**
  35438. * Textures to keep.
  35439. */
  35440. textures: BaseTexture[];
  35441. /**
  35442. * Environment texture for the scene
  35443. */
  35444. environmentTexture: Nullable<BaseTexture>;
  35445. }
  35446. }
  35447. declare module "babylonjs/Audio/sound" {
  35448. import { Observable } from "babylonjs/Misc/observable";
  35449. import { Vector3 } from "babylonjs/Maths/math.vector";
  35450. import { Nullable } from "babylonjs/types";
  35451. import { Scene } from "babylonjs/scene";
  35452. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35453. /**
  35454. * Interface used to define options for Sound class
  35455. */
  35456. export interface ISoundOptions {
  35457. /**
  35458. * Does the sound autoplay once loaded.
  35459. */
  35460. autoplay?: boolean;
  35461. /**
  35462. * Does the sound loop after it finishes playing once.
  35463. */
  35464. loop?: boolean;
  35465. /**
  35466. * Sound's volume
  35467. */
  35468. volume?: number;
  35469. /**
  35470. * Is it a spatial sound?
  35471. */
  35472. spatialSound?: boolean;
  35473. /**
  35474. * Maximum distance to hear that sound
  35475. */
  35476. maxDistance?: number;
  35477. /**
  35478. * Uses user defined attenuation function
  35479. */
  35480. useCustomAttenuation?: boolean;
  35481. /**
  35482. * Define the roll off factor of spatial sounds.
  35483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35484. */
  35485. rolloffFactor?: number;
  35486. /**
  35487. * Define the reference distance the sound should be heard perfectly.
  35488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35489. */
  35490. refDistance?: number;
  35491. /**
  35492. * Define the distance attenuation model the sound will follow.
  35493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35494. */
  35495. distanceModel?: string;
  35496. /**
  35497. * Defines the playback speed (1 by default)
  35498. */
  35499. playbackRate?: number;
  35500. /**
  35501. * Defines if the sound is from a streaming source
  35502. */
  35503. streaming?: boolean;
  35504. /**
  35505. * Defines an optional length (in seconds) inside the sound file
  35506. */
  35507. length?: number;
  35508. /**
  35509. * Defines an optional offset (in seconds) inside the sound file
  35510. */
  35511. offset?: number;
  35512. /**
  35513. * If true, URLs will not be required to state the audio file codec to use.
  35514. */
  35515. skipCodecCheck?: boolean;
  35516. }
  35517. /**
  35518. * Defines a sound that can be played in the application.
  35519. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35521. */
  35522. export class Sound {
  35523. /**
  35524. * The name of the sound in the scene.
  35525. */
  35526. name: string;
  35527. /**
  35528. * Does the sound autoplay once loaded.
  35529. */
  35530. autoplay: boolean;
  35531. /**
  35532. * Does the sound loop after it finishes playing once.
  35533. */
  35534. loop: boolean;
  35535. /**
  35536. * Does the sound use a custom attenuation curve to simulate the falloff
  35537. * happening when the source gets further away from the camera.
  35538. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35539. */
  35540. useCustomAttenuation: boolean;
  35541. /**
  35542. * The sound track id this sound belongs to.
  35543. */
  35544. soundTrackId: number;
  35545. /**
  35546. * Is this sound currently played.
  35547. */
  35548. isPlaying: boolean;
  35549. /**
  35550. * Is this sound currently paused.
  35551. */
  35552. isPaused: boolean;
  35553. /**
  35554. * Does this sound enables spatial sound.
  35555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35556. */
  35557. spatialSound: boolean;
  35558. /**
  35559. * Define the reference distance the sound should be heard perfectly.
  35560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35561. */
  35562. refDistance: number;
  35563. /**
  35564. * Define the roll off factor of spatial sounds.
  35565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35566. */
  35567. rolloffFactor: number;
  35568. /**
  35569. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35571. */
  35572. maxDistance: number;
  35573. /**
  35574. * Define the distance attenuation model the sound will follow.
  35575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35576. */
  35577. distanceModel: string;
  35578. /**
  35579. * @hidden
  35580. * Back Compat
  35581. **/
  35582. onended: () => any;
  35583. /**
  35584. * Observable event when the current playing sound finishes.
  35585. */
  35586. onEndedObservable: Observable<Sound>;
  35587. private _panningModel;
  35588. private _playbackRate;
  35589. private _streaming;
  35590. private _startTime;
  35591. private _startOffset;
  35592. private _position;
  35593. /** @hidden */
  35594. _positionInEmitterSpace: boolean;
  35595. private _localDirection;
  35596. private _volume;
  35597. private _isReadyToPlay;
  35598. private _isDirectional;
  35599. private _readyToPlayCallback;
  35600. private _audioBuffer;
  35601. private _soundSource;
  35602. private _streamingSource;
  35603. private _soundPanner;
  35604. private _soundGain;
  35605. private _inputAudioNode;
  35606. private _outputAudioNode;
  35607. private _coneInnerAngle;
  35608. private _coneOuterAngle;
  35609. private _coneOuterGain;
  35610. private _scene;
  35611. private _connectedTransformNode;
  35612. private _customAttenuationFunction;
  35613. private _registerFunc;
  35614. private _isOutputConnected;
  35615. private _htmlAudioElement;
  35616. private _urlType;
  35617. private _length?;
  35618. private _offset?;
  35619. /** @hidden */
  35620. static _SceneComponentInitialization: (scene: Scene) => void;
  35621. /**
  35622. * Create a sound and attach it to a scene
  35623. * @param name Name of your sound
  35624. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35625. * @param scene defines the scene the sound belongs to
  35626. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35627. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35628. */
  35629. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35630. /**
  35631. * Release the sound and its associated resources
  35632. */
  35633. dispose(): void;
  35634. /**
  35635. * Gets if the sounds is ready to be played or not.
  35636. * @returns true if ready, otherwise false
  35637. */
  35638. isReady(): boolean;
  35639. private _soundLoaded;
  35640. /**
  35641. * Sets the data of the sound from an audiobuffer
  35642. * @param audioBuffer The audioBuffer containing the data
  35643. */
  35644. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35645. /**
  35646. * Updates the current sounds options such as maxdistance, loop...
  35647. * @param options A JSON object containing values named as the object properties
  35648. */
  35649. updateOptions(options: ISoundOptions): void;
  35650. private _createSpatialParameters;
  35651. private _updateSpatialParameters;
  35652. /**
  35653. * Switch the panning model to HRTF:
  35654. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35656. */
  35657. switchPanningModelToHRTF(): void;
  35658. /**
  35659. * Switch the panning model to Equal Power:
  35660. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35662. */
  35663. switchPanningModelToEqualPower(): void;
  35664. private _switchPanningModel;
  35665. /**
  35666. * Connect this sound to a sound track audio node like gain...
  35667. * @param soundTrackAudioNode the sound track audio node to connect to
  35668. */
  35669. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35670. /**
  35671. * Transform this sound into a directional source
  35672. * @param coneInnerAngle Size of the inner cone in degree
  35673. * @param coneOuterAngle Size of the outer cone in degree
  35674. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35675. */
  35676. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35677. /**
  35678. * Gets or sets the inner angle for the directional cone.
  35679. */
  35680. /**
  35681. * Gets or sets the inner angle for the directional cone.
  35682. */
  35683. directionalConeInnerAngle: number;
  35684. /**
  35685. * Gets or sets the outer angle for the directional cone.
  35686. */
  35687. /**
  35688. * Gets or sets the outer angle for the directional cone.
  35689. */
  35690. directionalConeOuterAngle: number;
  35691. /**
  35692. * Sets the position of the emitter if spatial sound is enabled
  35693. * @param newPosition Defines the new posisiton
  35694. */
  35695. setPosition(newPosition: Vector3): void;
  35696. /**
  35697. * Sets the local direction of the emitter if spatial sound is enabled
  35698. * @param newLocalDirection Defines the new local direction
  35699. */
  35700. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35701. private _updateDirection;
  35702. /** @hidden */
  35703. updateDistanceFromListener(): void;
  35704. /**
  35705. * Sets a new custom attenuation function for the sound.
  35706. * @param callback Defines the function used for the attenuation
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35708. */
  35709. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35710. /**
  35711. * Play the sound
  35712. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35713. * @param offset (optional) Start the sound at a specific time in seconds
  35714. * @param length (optional) Sound duration (in seconds)
  35715. */
  35716. play(time?: number, offset?: number, length?: number): void;
  35717. private _onended;
  35718. /**
  35719. * Stop the sound
  35720. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35721. */
  35722. stop(time?: number): void;
  35723. /**
  35724. * Put the sound in pause
  35725. */
  35726. pause(): void;
  35727. /**
  35728. * Sets a dedicated volume for this sounds
  35729. * @param newVolume Define the new volume of the sound
  35730. * @param time Define time for gradual change to new volume
  35731. */
  35732. setVolume(newVolume: number, time?: number): void;
  35733. /**
  35734. * Set the sound play back rate
  35735. * @param newPlaybackRate Define the playback rate the sound should be played at
  35736. */
  35737. setPlaybackRate(newPlaybackRate: number): void;
  35738. /**
  35739. * Gets the volume of the sound.
  35740. * @returns the volume of the sound
  35741. */
  35742. getVolume(): number;
  35743. /**
  35744. * Attach the sound to a dedicated mesh
  35745. * @param transformNode The transform node to connect the sound with
  35746. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35747. */
  35748. attachToMesh(transformNode: TransformNode): void;
  35749. /**
  35750. * Detach the sound from the previously attached mesh
  35751. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35752. */
  35753. detachFromMesh(): void;
  35754. private _onRegisterAfterWorldMatrixUpdate;
  35755. /**
  35756. * Clone the current sound in the scene.
  35757. * @returns the new sound clone
  35758. */
  35759. clone(): Nullable<Sound>;
  35760. /**
  35761. * Gets the current underlying audio buffer containing the data
  35762. * @returns the audio buffer
  35763. */
  35764. getAudioBuffer(): Nullable<AudioBuffer>;
  35765. /**
  35766. * Serializes the Sound in a JSON representation
  35767. * @returns the JSON representation of the sound
  35768. */
  35769. serialize(): any;
  35770. /**
  35771. * Parse a JSON representation of a sound to innstantiate in a given scene
  35772. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35773. * @param scene Define the scene the new parsed sound should be created in
  35774. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35775. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35776. * @returns the newly parsed sound
  35777. */
  35778. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35779. }
  35780. }
  35781. declare module "babylonjs/Actions/directAudioActions" {
  35782. import { Action } from "babylonjs/Actions/action";
  35783. import { Condition } from "babylonjs/Actions/condition";
  35784. import { Sound } from "babylonjs/Audio/sound";
  35785. /**
  35786. * This defines an action helpful to play a defined sound on a triggered action.
  35787. */
  35788. export class PlaySoundAction extends Action {
  35789. private _sound;
  35790. /**
  35791. * Instantiate the action
  35792. * @param triggerOptions defines the trigger options
  35793. * @param sound defines the sound to play
  35794. * @param condition defines the trigger related conditions
  35795. */
  35796. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35797. /** @hidden */
  35798. _prepare(): void;
  35799. /**
  35800. * Execute the action and play the sound.
  35801. */
  35802. execute(): void;
  35803. /**
  35804. * Serializes the actions and its related information.
  35805. * @param parent defines the object to serialize in
  35806. * @returns the serialized object
  35807. */
  35808. serialize(parent: any): any;
  35809. }
  35810. /**
  35811. * This defines an action helpful to stop a defined sound on a triggered action.
  35812. */
  35813. export class StopSoundAction extends Action {
  35814. private _sound;
  35815. /**
  35816. * Instantiate the action
  35817. * @param triggerOptions defines the trigger options
  35818. * @param sound defines the sound to stop
  35819. * @param condition defines the trigger related conditions
  35820. */
  35821. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35822. /** @hidden */
  35823. _prepare(): void;
  35824. /**
  35825. * Execute the action and stop the sound.
  35826. */
  35827. execute(): void;
  35828. /**
  35829. * Serializes the actions and its related information.
  35830. * @param parent defines the object to serialize in
  35831. * @returns the serialized object
  35832. */
  35833. serialize(parent: any): any;
  35834. }
  35835. }
  35836. declare module "babylonjs/Actions/interpolateValueAction" {
  35837. import { Action } from "babylonjs/Actions/action";
  35838. import { Condition } from "babylonjs/Actions/condition";
  35839. import { Observable } from "babylonjs/Misc/observable";
  35840. /**
  35841. * This defines an action responsible to change the value of a property
  35842. * by interpolating between its current value and the newly set one once triggered.
  35843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35844. */
  35845. export class InterpolateValueAction extends Action {
  35846. /**
  35847. * Defines the path of the property where the value should be interpolated
  35848. */
  35849. propertyPath: string;
  35850. /**
  35851. * Defines the target value at the end of the interpolation.
  35852. */
  35853. value: any;
  35854. /**
  35855. * Defines the time it will take for the property to interpolate to the value.
  35856. */
  35857. duration: number;
  35858. /**
  35859. * Defines if the other scene animations should be stopped when the action has been triggered
  35860. */
  35861. stopOtherAnimations?: boolean;
  35862. /**
  35863. * Defines a callback raised once the interpolation animation has been done.
  35864. */
  35865. onInterpolationDone?: () => void;
  35866. /**
  35867. * Observable triggered once the interpolation animation has been done.
  35868. */
  35869. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35870. private _target;
  35871. private _effectiveTarget;
  35872. private _property;
  35873. /**
  35874. * Instantiate the action
  35875. * @param triggerOptions defines the trigger options
  35876. * @param target defines the object containing the value to interpolate
  35877. * @param propertyPath defines the path to the property in the target object
  35878. * @param value defines the target value at the end of the interpolation
  35879. * @param duration deines the time it will take for the property to interpolate to the value.
  35880. * @param condition defines the trigger related conditions
  35881. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35882. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35883. */
  35884. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35885. /** @hidden */
  35886. _prepare(): void;
  35887. /**
  35888. * Execute the action starts the value interpolation.
  35889. */
  35890. execute(): void;
  35891. /**
  35892. * Serializes the actions and its related information.
  35893. * @param parent defines the object to serialize in
  35894. * @returns the serialized object
  35895. */
  35896. serialize(parent: any): any;
  35897. }
  35898. }
  35899. declare module "babylonjs/Actions/index" {
  35900. export * from "babylonjs/Actions/action";
  35901. export * from "babylonjs/Actions/actionEvent";
  35902. export * from "babylonjs/Actions/actionManager";
  35903. export * from "babylonjs/Actions/condition";
  35904. export * from "babylonjs/Actions/directActions";
  35905. export * from "babylonjs/Actions/directAudioActions";
  35906. export * from "babylonjs/Actions/interpolateValueAction";
  35907. }
  35908. declare module "babylonjs/Animations/index" {
  35909. export * from "babylonjs/Animations/animatable";
  35910. export * from "babylonjs/Animations/animation";
  35911. export * from "babylonjs/Animations/animationGroup";
  35912. export * from "babylonjs/Animations/animationPropertiesOverride";
  35913. export * from "babylonjs/Animations/easing";
  35914. export * from "babylonjs/Animations/runtimeAnimation";
  35915. export * from "babylonjs/Animations/animationEvent";
  35916. export * from "babylonjs/Animations/animationGroup";
  35917. export * from "babylonjs/Animations/animationKey";
  35918. export * from "babylonjs/Animations/animationRange";
  35919. export * from "babylonjs/Animations/animatable.interface";
  35920. }
  35921. declare module "babylonjs/Audio/soundTrack" {
  35922. import { Sound } from "babylonjs/Audio/sound";
  35923. import { Analyser } from "babylonjs/Audio/analyser";
  35924. import { Scene } from "babylonjs/scene";
  35925. /**
  35926. * Options allowed during the creation of a sound track.
  35927. */
  35928. export interface ISoundTrackOptions {
  35929. /**
  35930. * The volume the sound track should take during creation
  35931. */
  35932. volume?: number;
  35933. /**
  35934. * Define if the sound track is the main sound track of the scene
  35935. */
  35936. mainTrack?: boolean;
  35937. }
  35938. /**
  35939. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35940. * It will be also used in a future release to apply effects on a specific track.
  35941. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35942. */
  35943. export class SoundTrack {
  35944. /**
  35945. * The unique identifier of the sound track in the scene.
  35946. */
  35947. id: number;
  35948. /**
  35949. * The list of sounds included in the sound track.
  35950. */
  35951. soundCollection: Array<Sound>;
  35952. private _outputAudioNode;
  35953. private _scene;
  35954. private _isMainTrack;
  35955. private _connectedAnalyser;
  35956. private _options;
  35957. private _isInitialized;
  35958. /**
  35959. * Creates a new sound track.
  35960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35961. * @param scene Define the scene the sound track belongs to
  35962. * @param options
  35963. */
  35964. constructor(scene: Scene, options?: ISoundTrackOptions);
  35965. private _initializeSoundTrackAudioGraph;
  35966. /**
  35967. * Release the sound track and its associated resources
  35968. */
  35969. dispose(): void;
  35970. /**
  35971. * Adds a sound to this sound track
  35972. * @param sound define the cound to add
  35973. * @ignoreNaming
  35974. */
  35975. AddSound(sound: Sound): void;
  35976. /**
  35977. * Removes a sound to this sound track
  35978. * @param sound define the cound to remove
  35979. * @ignoreNaming
  35980. */
  35981. RemoveSound(sound: Sound): void;
  35982. /**
  35983. * Set a global volume for the full sound track.
  35984. * @param newVolume Define the new volume of the sound track
  35985. */
  35986. setVolume(newVolume: number): void;
  35987. /**
  35988. * Switch the panning model to HRTF:
  35989. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35991. */
  35992. switchPanningModelToHRTF(): void;
  35993. /**
  35994. * Switch the panning model to Equal Power:
  35995. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35997. */
  35998. switchPanningModelToEqualPower(): void;
  35999. /**
  36000. * Connect the sound track to an audio analyser allowing some amazing
  36001. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36003. * @param analyser The analyser to connect to the engine
  36004. */
  36005. connectToAnalyser(analyser: Analyser): void;
  36006. }
  36007. }
  36008. declare module "babylonjs/Audio/audioSceneComponent" {
  36009. import { Sound } from "babylonjs/Audio/sound";
  36010. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36011. import { Nullable } from "babylonjs/types";
  36012. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36013. import { Scene } from "babylonjs/scene";
  36014. import { AbstractScene } from "babylonjs/abstractScene";
  36015. module "babylonjs/abstractScene" {
  36016. interface AbstractScene {
  36017. /**
  36018. * The list of sounds used in the scene.
  36019. */
  36020. sounds: Nullable<Array<Sound>>;
  36021. }
  36022. }
  36023. module "babylonjs/scene" {
  36024. interface Scene {
  36025. /**
  36026. * @hidden
  36027. * Backing field
  36028. */
  36029. _mainSoundTrack: SoundTrack;
  36030. /**
  36031. * The main sound track played by the scene.
  36032. * It cotains your primary collection of sounds.
  36033. */
  36034. mainSoundTrack: SoundTrack;
  36035. /**
  36036. * The list of sound tracks added to the scene
  36037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36038. */
  36039. soundTracks: Nullable<Array<SoundTrack>>;
  36040. /**
  36041. * Gets a sound using a given name
  36042. * @param name defines the name to search for
  36043. * @return the found sound or null if not found at all.
  36044. */
  36045. getSoundByName(name: string): Nullable<Sound>;
  36046. /**
  36047. * Gets or sets if audio support is enabled
  36048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36049. */
  36050. audioEnabled: boolean;
  36051. /**
  36052. * Gets or sets if audio will be output to headphones
  36053. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36054. */
  36055. headphone: boolean;
  36056. }
  36057. }
  36058. /**
  36059. * Defines the sound scene component responsible to manage any sounds
  36060. * in a given scene.
  36061. */
  36062. export class AudioSceneComponent implements ISceneSerializableComponent {
  36063. /**
  36064. * The component name helpfull to identify the component in the list of scene components.
  36065. */
  36066. readonly name: string;
  36067. /**
  36068. * The scene the component belongs to.
  36069. */
  36070. scene: Scene;
  36071. private _audioEnabled;
  36072. /**
  36073. * Gets whether audio is enabled or not.
  36074. * Please use related enable/disable method to switch state.
  36075. */
  36076. readonly audioEnabled: boolean;
  36077. private _headphone;
  36078. /**
  36079. * Gets whether audio is outputing to headphone or not.
  36080. * Please use the according Switch methods to change output.
  36081. */
  36082. readonly headphone: boolean;
  36083. /**
  36084. * Creates a new instance of the component for the given scene
  36085. * @param scene Defines the scene to register the component in
  36086. */
  36087. constructor(scene: Scene);
  36088. /**
  36089. * Registers the component in a given scene
  36090. */
  36091. register(): void;
  36092. /**
  36093. * Rebuilds the elements related to this component in case of
  36094. * context lost for instance.
  36095. */
  36096. rebuild(): void;
  36097. /**
  36098. * Serializes the component data to the specified json object
  36099. * @param serializationObject The object to serialize to
  36100. */
  36101. serialize(serializationObject: any): void;
  36102. /**
  36103. * Adds all the elements from the container to the scene
  36104. * @param container the container holding the elements
  36105. */
  36106. addFromContainer(container: AbstractScene): void;
  36107. /**
  36108. * Removes all the elements in the container from the scene
  36109. * @param container contains the elements to remove
  36110. * @param dispose if the removed element should be disposed (default: false)
  36111. */
  36112. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36113. /**
  36114. * Disposes the component and the associated ressources.
  36115. */
  36116. dispose(): void;
  36117. /**
  36118. * Disables audio in the associated scene.
  36119. */
  36120. disableAudio(): void;
  36121. /**
  36122. * Enables audio in the associated scene.
  36123. */
  36124. enableAudio(): void;
  36125. /**
  36126. * Switch audio to headphone output.
  36127. */
  36128. switchAudioModeForHeadphones(): void;
  36129. /**
  36130. * Switch audio to normal speakers.
  36131. */
  36132. switchAudioModeForNormalSpeakers(): void;
  36133. private _afterRender;
  36134. }
  36135. }
  36136. declare module "babylonjs/Audio/weightedsound" {
  36137. import { Sound } from "babylonjs/Audio/sound";
  36138. /**
  36139. * Wraps one or more Sound objects and selects one with random weight for playback.
  36140. */
  36141. export class WeightedSound {
  36142. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36143. loop: boolean;
  36144. private _coneInnerAngle;
  36145. private _coneOuterAngle;
  36146. private _volume;
  36147. /** A Sound is currently playing. */
  36148. isPlaying: boolean;
  36149. /** A Sound is currently paused. */
  36150. isPaused: boolean;
  36151. private _sounds;
  36152. private _weights;
  36153. private _currentIndex?;
  36154. /**
  36155. * Creates a new WeightedSound from the list of sounds given.
  36156. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36157. * @param sounds Array of Sounds that will be selected from.
  36158. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36159. */
  36160. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36161. /**
  36162. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36163. */
  36164. /**
  36165. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36166. */
  36167. directionalConeInnerAngle: number;
  36168. /**
  36169. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36170. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36171. */
  36172. /**
  36173. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36174. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36175. */
  36176. directionalConeOuterAngle: number;
  36177. /**
  36178. * Playback volume.
  36179. */
  36180. /**
  36181. * Playback volume.
  36182. */
  36183. volume: number;
  36184. private _onended;
  36185. /**
  36186. * Suspend playback
  36187. */
  36188. pause(): void;
  36189. /**
  36190. * Stop playback
  36191. */
  36192. stop(): void;
  36193. /**
  36194. * Start playback.
  36195. * @param startOffset Position the clip head at a specific time in seconds.
  36196. */
  36197. play(startOffset?: number): void;
  36198. }
  36199. }
  36200. declare module "babylonjs/Audio/index" {
  36201. export * from "babylonjs/Audio/analyser";
  36202. export * from "babylonjs/Audio/audioEngine";
  36203. export * from "babylonjs/Audio/audioSceneComponent";
  36204. export * from "babylonjs/Audio/sound";
  36205. export * from "babylonjs/Audio/soundTrack";
  36206. export * from "babylonjs/Audio/weightedsound";
  36207. }
  36208. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36209. import { Behavior } from "babylonjs/Behaviors/behavior";
  36210. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36211. import { BackEase } from "babylonjs/Animations/easing";
  36212. /**
  36213. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36214. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36215. */
  36216. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36217. /**
  36218. * Gets the name of the behavior.
  36219. */
  36220. readonly name: string;
  36221. /**
  36222. * The easing function used by animations
  36223. */
  36224. static EasingFunction: BackEase;
  36225. /**
  36226. * The easing mode used by animations
  36227. */
  36228. static EasingMode: number;
  36229. /**
  36230. * The duration of the animation, in milliseconds
  36231. */
  36232. transitionDuration: number;
  36233. /**
  36234. * Length of the distance animated by the transition when lower radius is reached
  36235. */
  36236. lowerRadiusTransitionRange: number;
  36237. /**
  36238. * Length of the distance animated by the transition when upper radius is reached
  36239. */
  36240. upperRadiusTransitionRange: number;
  36241. private _autoTransitionRange;
  36242. /**
  36243. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36244. */
  36245. /**
  36246. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36247. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36248. */
  36249. autoTransitionRange: boolean;
  36250. private _attachedCamera;
  36251. private _onAfterCheckInputsObserver;
  36252. private _onMeshTargetChangedObserver;
  36253. /**
  36254. * Initializes the behavior.
  36255. */
  36256. init(): void;
  36257. /**
  36258. * Attaches the behavior to its arc rotate camera.
  36259. * @param camera Defines the camera to attach the behavior to
  36260. */
  36261. attach(camera: ArcRotateCamera): void;
  36262. /**
  36263. * Detaches the behavior from its current arc rotate camera.
  36264. */
  36265. detach(): void;
  36266. private _radiusIsAnimating;
  36267. private _radiusBounceTransition;
  36268. private _animatables;
  36269. private _cachedWheelPrecision;
  36270. /**
  36271. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36272. * @param radiusLimit The limit to check against.
  36273. * @return Bool to indicate if at limit.
  36274. */
  36275. private _isRadiusAtLimit;
  36276. /**
  36277. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36278. * @param radiusDelta The delta by which to animate to. Can be negative.
  36279. */
  36280. private _applyBoundRadiusAnimation;
  36281. /**
  36282. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36283. */
  36284. protected _clearAnimationLocks(): void;
  36285. /**
  36286. * Stops and removes all animations that have been applied to the camera
  36287. */
  36288. stopAllAnimations(): void;
  36289. }
  36290. }
  36291. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36292. import { Behavior } from "babylonjs/Behaviors/behavior";
  36293. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36294. import { ExponentialEase } from "babylonjs/Animations/easing";
  36295. import { Nullable } from "babylonjs/types";
  36296. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36297. import { Vector3 } from "babylonjs/Maths/math.vector";
  36298. /**
  36299. * 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.
  36300. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36301. */
  36302. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36303. /**
  36304. * Gets the name of the behavior.
  36305. */
  36306. readonly name: string;
  36307. private _mode;
  36308. private _radiusScale;
  36309. private _positionScale;
  36310. private _defaultElevation;
  36311. private _elevationReturnTime;
  36312. private _elevationReturnWaitTime;
  36313. private _zoomStopsAnimation;
  36314. private _framingTime;
  36315. /**
  36316. * The easing function used by animations
  36317. */
  36318. static EasingFunction: ExponentialEase;
  36319. /**
  36320. * The easing mode used by animations
  36321. */
  36322. static EasingMode: number;
  36323. /**
  36324. * Sets the current mode used by the behavior
  36325. */
  36326. /**
  36327. * Gets current mode used by the behavior.
  36328. */
  36329. mode: number;
  36330. /**
  36331. * Sets the scale applied to the radius (1 by default)
  36332. */
  36333. /**
  36334. * Gets the scale applied to the radius
  36335. */
  36336. radiusScale: number;
  36337. /**
  36338. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36339. */
  36340. /**
  36341. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36342. */
  36343. positionScale: number;
  36344. /**
  36345. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36346. * behaviour is triggered, in radians.
  36347. */
  36348. /**
  36349. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36350. * behaviour is triggered, in radians.
  36351. */
  36352. defaultElevation: number;
  36353. /**
  36354. * Sets the time (in milliseconds) taken to return to the default beta position.
  36355. * Negative value indicates camera should not return to default.
  36356. */
  36357. /**
  36358. * Gets the time (in milliseconds) taken to return to the default beta position.
  36359. * Negative value indicates camera should not return to default.
  36360. */
  36361. elevationReturnTime: number;
  36362. /**
  36363. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36364. */
  36365. /**
  36366. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36367. */
  36368. elevationReturnWaitTime: number;
  36369. /**
  36370. * Sets the flag that indicates if user zooming should stop animation.
  36371. */
  36372. /**
  36373. * Gets the flag that indicates if user zooming should stop animation.
  36374. */
  36375. zoomStopsAnimation: boolean;
  36376. /**
  36377. * Sets the transition time when framing the mesh, in milliseconds
  36378. */
  36379. /**
  36380. * Gets the transition time when framing the mesh, in milliseconds
  36381. */
  36382. framingTime: number;
  36383. /**
  36384. * Define if the behavior should automatically change the configured
  36385. * camera limits and sensibilities.
  36386. */
  36387. autoCorrectCameraLimitsAndSensibility: boolean;
  36388. private _onPrePointerObservableObserver;
  36389. private _onAfterCheckInputsObserver;
  36390. private _onMeshTargetChangedObserver;
  36391. private _attachedCamera;
  36392. private _isPointerDown;
  36393. private _lastInteractionTime;
  36394. /**
  36395. * Initializes the behavior.
  36396. */
  36397. init(): void;
  36398. /**
  36399. * Attaches the behavior to its arc rotate camera.
  36400. * @param camera Defines the camera to attach the behavior to
  36401. */
  36402. attach(camera: ArcRotateCamera): void;
  36403. /**
  36404. * Detaches the behavior from its current arc rotate camera.
  36405. */
  36406. detach(): void;
  36407. private _animatables;
  36408. private _betaIsAnimating;
  36409. private _betaTransition;
  36410. private _radiusTransition;
  36411. private _vectorTransition;
  36412. /**
  36413. * Targets the given mesh and updates zoom level accordingly.
  36414. * @param mesh The mesh to target.
  36415. * @param radius Optional. If a cached radius position already exists, overrides default.
  36416. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36417. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36418. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36419. */
  36420. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36421. /**
  36422. * Targets the given mesh with its children and updates zoom level accordingly.
  36423. * @param mesh The mesh to target.
  36424. * @param radius Optional. If a cached radius position already exists, overrides default.
  36425. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36426. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36427. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36428. */
  36429. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36430. /**
  36431. * Targets the given meshes with their children and updates zoom level accordingly.
  36432. * @param meshes The mesh to target.
  36433. * @param radius Optional. If a cached radius position already exists, overrides default.
  36434. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36435. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36436. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36437. */
  36438. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36439. /**
  36440. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36441. * @param minimumWorld Determines the smaller position of the bounding box extend
  36442. * @param maximumWorld Determines the bigger position of the bounding box extend
  36443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36445. */
  36446. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36447. /**
  36448. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36449. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36450. * frustum width.
  36451. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36452. * to fully enclose the mesh in the viewing frustum.
  36453. */
  36454. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36455. /**
  36456. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36457. * is automatically returned to its default position (expected to be above ground plane).
  36458. */
  36459. private _maintainCameraAboveGround;
  36460. /**
  36461. * Returns the frustum slope based on the canvas ratio and camera FOV
  36462. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36463. */
  36464. private _getFrustumSlope;
  36465. /**
  36466. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36467. */
  36468. private _clearAnimationLocks;
  36469. /**
  36470. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36471. */
  36472. private _applyUserInteraction;
  36473. /**
  36474. * Stops and removes all animations that have been applied to the camera
  36475. */
  36476. stopAllAnimations(): void;
  36477. /**
  36478. * Gets a value indicating if the user is moving the camera
  36479. */
  36480. readonly isUserIsMoving: boolean;
  36481. /**
  36482. * The camera can move all the way towards the mesh.
  36483. */
  36484. static IgnoreBoundsSizeMode: number;
  36485. /**
  36486. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36487. */
  36488. static FitFrustumSidesMode: number;
  36489. }
  36490. }
  36491. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36492. import { Nullable } from "babylonjs/types";
  36493. import { Camera } from "babylonjs/Cameras/camera";
  36494. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36495. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36496. /**
  36497. * Base class for Camera Pointer Inputs.
  36498. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36499. * for example usage.
  36500. */
  36501. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36502. /**
  36503. * Defines the camera the input is attached to.
  36504. */
  36505. abstract camera: Camera;
  36506. /**
  36507. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36508. */
  36509. protected _altKey: boolean;
  36510. protected _ctrlKey: boolean;
  36511. protected _metaKey: boolean;
  36512. protected _shiftKey: boolean;
  36513. /**
  36514. * Which mouse buttons were pressed at time of last mouse event.
  36515. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36516. */
  36517. protected _buttonsPressed: number;
  36518. /**
  36519. * Defines the buttons associated with the input to handle camera move.
  36520. */
  36521. buttons: number[];
  36522. /**
  36523. * Attach the input controls to a specific dom element to get the input from.
  36524. * @param element Defines the element the controls should be listened from
  36525. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36526. */
  36527. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36528. /**
  36529. * Detach the current controls from the specified dom element.
  36530. * @param element Defines the element to stop listening the inputs from
  36531. */
  36532. detachControl(element: Nullable<HTMLElement>): void;
  36533. /**
  36534. * Gets the class name of the current input.
  36535. * @returns the class name
  36536. */
  36537. getClassName(): string;
  36538. /**
  36539. * Get the friendly name associated with the input class.
  36540. * @returns the input friendly name
  36541. */
  36542. getSimpleName(): string;
  36543. /**
  36544. * Called on pointer POINTERDOUBLETAP event.
  36545. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36546. */
  36547. protected onDoubleTap(type: string): void;
  36548. /**
  36549. * Called on pointer POINTERMOVE event if only a single touch is active.
  36550. * Override this method to provide functionality.
  36551. */
  36552. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36553. /**
  36554. * Called on pointer POINTERMOVE event if multiple touches are active.
  36555. * Override this method to provide functionality.
  36556. */
  36557. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36558. /**
  36559. * Called on JS contextmenu event.
  36560. * Override this method to provide functionality.
  36561. */
  36562. protected onContextMenu(evt: PointerEvent): void;
  36563. /**
  36564. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36565. * press.
  36566. * Override this method to provide functionality.
  36567. */
  36568. protected onButtonDown(evt: PointerEvent): void;
  36569. /**
  36570. * Called each time a new POINTERUP event occurs. Ie, for each button
  36571. * release.
  36572. * Override this method to provide functionality.
  36573. */
  36574. protected onButtonUp(evt: PointerEvent): void;
  36575. /**
  36576. * Called when window becomes inactive.
  36577. * Override this method to provide functionality.
  36578. */
  36579. protected onLostFocus(): void;
  36580. private _pointerInput;
  36581. private _observer;
  36582. private _onLostFocus;
  36583. private pointA;
  36584. private pointB;
  36585. }
  36586. }
  36587. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36588. import { Nullable } from "babylonjs/types";
  36589. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36590. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36591. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36592. /**
  36593. * Manage the pointers inputs to control an arc rotate camera.
  36594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36595. */
  36596. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36597. /**
  36598. * Defines the camera the input is attached to.
  36599. */
  36600. camera: ArcRotateCamera;
  36601. /**
  36602. * Gets the class name of the current input.
  36603. * @returns the class name
  36604. */
  36605. getClassName(): string;
  36606. /**
  36607. * Defines the buttons associated with the input to handle camera move.
  36608. */
  36609. buttons: number[];
  36610. /**
  36611. * Defines the pointer angular sensibility along the X axis or how fast is
  36612. * the camera rotating.
  36613. */
  36614. angularSensibilityX: number;
  36615. /**
  36616. * Defines the pointer angular sensibility along the Y axis or how fast is
  36617. * the camera rotating.
  36618. */
  36619. angularSensibilityY: number;
  36620. /**
  36621. * Defines the pointer pinch precision or how fast is the camera zooming.
  36622. */
  36623. pinchPrecision: number;
  36624. /**
  36625. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36626. * from 0.
  36627. * It defines the percentage of current camera.radius to use as delta when
  36628. * pinch zoom is used.
  36629. */
  36630. pinchDeltaPercentage: number;
  36631. /**
  36632. * Defines the pointer panning sensibility or how fast is the camera moving.
  36633. */
  36634. panningSensibility: number;
  36635. /**
  36636. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36637. */
  36638. multiTouchPanning: boolean;
  36639. /**
  36640. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36641. * zoom (pinch) through multitouch.
  36642. */
  36643. multiTouchPanAndZoom: boolean;
  36644. /**
  36645. * Revers pinch action direction.
  36646. */
  36647. pinchInwards: boolean;
  36648. private _isPanClick;
  36649. private _twoFingerActivityCount;
  36650. private _isPinching;
  36651. /**
  36652. * Called on pointer POINTERMOVE event if only a single touch is active.
  36653. */
  36654. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36655. /**
  36656. * Called on pointer POINTERDOUBLETAP event.
  36657. */
  36658. protected onDoubleTap(type: string): void;
  36659. /**
  36660. * Called on pointer POINTERMOVE event if multiple touches are active.
  36661. */
  36662. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36663. /**
  36664. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36665. * press.
  36666. */
  36667. protected onButtonDown(evt: PointerEvent): void;
  36668. /**
  36669. * Called each time a new POINTERUP event occurs. Ie, for each button
  36670. * release.
  36671. */
  36672. protected onButtonUp(evt: PointerEvent): void;
  36673. /**
  36674. * Called when window becomes inactive.
  36675. */
  36676. protected onLostFocus(): void;
  36677. }
  36678. }
  36679. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36680. import { Nullable } from "babylonjs/types";
  36681. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36682. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36683. /**
  36684. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36686. */
  36687. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36688. /**
  36689. * Defines the camera the input is attached to.
  36690. */
  36691. camera: ArcRotateCamera;
  36692. /**
  36693. * Defines the list of key codes associated with the up action (increase alpha)
  36694. */
  36695. keysUp: number[];
  36696. /**
  36697. * Defines the list of key codes associated with the down action (decrease alpha)
  36698. */
  36699. keysDown: number[];
  36700. /**
  36701. * Defines the list of key codes associated with the left action (increase beta)
  36702. */
  36703. keysLeft: number[];
  36704. /**
  36705. * Defines the list of key codes associated with the right action (decrease beta)
  36706. */
  36707. keysRight: number[];
  36708. /**
  36709. * Defines the list of key codes associated with the reset action.
  36710. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36711. */
  36712. keysReset: number[];
  36713. /**
  36714. * Defines the panning sensibility of the inputs.
  36715. * (How fast is the camera paning)
  36716. */
  36717. panningSensibility: number;
  36718. /**
  36719. * Defines the zooming sensibility of the inputs.
  36720. * (How fast is the camera zooming)
  36721. */
  36722. zoomingSensibility: number;
  36723. /**
  36724. * Defines wether maintaining the alt key down switch the movement mode from
  36725. * orientation to zoom.
  36726. */
  36727. useAltToZoom: boolean;
  36728. /**
  36729. * Rotation speed of the camera
  36730. */
  36731. angularSpeed: number;
  36732. private _keys;
  36733. private _ctrlPressed;
  36734. private _altPressed;
  36735. private _onCanvasBlurObserver;
  36736. private _onKeyboardObserver;
  36737. private _engine;
  36738. private _scene;
  36739. /**
  36740. * Attach the input controls to a specific dom element to get the input from.
  36741. * @param element Defines the element the controls should be listened from
  36742. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36743. */
  36744. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36745. /**
  36746. * Detach the current controls from the specified dom element.
  36747. * @param element Defines the element to stop listening the inputs from
  36748. */
  36749. detachControl(element: Nullable<HTMLElement>): void;
  36750. /**
  36751. * Update the current camera state depending on the inputs that have been used this frame.
  36752. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36753. */
  36754. checkInputs(): void;
  36755. /**
  36756. * Gets the class name of the current intput.
  36757. * @returns the class name
  36758. */
  36759. getClassName(): string;
  36760. /**
  36761. * Get the friendly name associated with the input class.
  36762. * @returns the input friendly name
  36763. */
  36764. getSimpleName(): string;
  36765. }
  36766. }
  36767. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36768. import { Nullable } from "babylonjs/types";
  36769. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36770. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36771. /**
  36772. * Manage the mouse wheel inputs to control an arc rotate camera.
  36773. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36774. */
  36775. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36776. /**
  36777. * Defines the camera the input is attached to.
  36778. */
  36779. camera: ArcRotateCamera;
  36780. /**
  36781. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36782. */
  36783. wheelPrecision: number;
  36784. /**
  36785. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36786. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36787. */
  36788. wheelDeltaPercentage: number;
  36789. private _wheel;
  36790. private _observer;
  36791. private computeDeltaFromMouseWheelLegacyEvent;
  36792. /**
  36793. * Attach the input controls to a specific dom element to get the input from.
  36794. * @param element Defines the element the controls should be listened from
  36795. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36796. */
  36797. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36798. /**
  36799. * Detach the current controls from the specified dom element.
  36800. * @param element Defines the element to stop listening the inputs from
  36801. */
  36802. detachControl(element: Nullable<HTMLElement>): void;
  36803. /**
  36804. * Gets the class name of the current intput.
  36805. * @returns the class name
  36806. */
  36807. getClassName(): string;
  36808. /**
  36809. * Get the friendly name associated with the input class.
  36810. * @returns the input friendly name
  36811. */
  36812. getSimpleName(): string;
  36813. }
  36814. }
  36815. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36816. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36817. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36818. /**
  36819. * Default Inputs manager for the ArcRotateCamera.
  36820. * It groups all the default supported inputs for ease of use.
  36821. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36822. */
  36823. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36824. /**
  36825. * Instantiates a new ArcRotateCameraInputsManager.
  36826. * @param camera Defines the camera the inputs belong to
  36827. */
  36828. constructor(camera: ArcRotateCamera);
  36829. /**
  36830. * Add mouse wheel input support to the input manager.
  36831. * @returns the current input manager
  36832. */
  36833. addMouseWheel(): ArcRotateCameraInputsManager;
  36834. /**
  36835. * Add pointers input support to the input manager.
  36836. * @returns the current input manager
  36837. */
  36838. addPointers(): ArcRotateCameraInputsManager;
  36839. /**
  36840. * Add keyboard input support to the input manager.
  36841. * @returns the current input manager
  36842. */
  36843. addKeyboard(): ArcRotateCameraInputsManager;
  36844. }
  36845. }
  36846. declare module "babylonjs/Cameras/arcRotateCamera" {
  36847. import { Observable } from "babylonjs/Misc/observable";
  36848. import { Nullable } from "babylonjs/types";
  36849. import { Scene } from "babylonjs/scene";
  36850. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36852. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36853. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36854. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36855. import { Camera } from "babylonjs/Cameras/camera";
  36856. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36857. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36858. import { Collider } from "babylonjs/Collisions/collider";
  36859. /**
  36860. * This represents an orbital type of camera.
  36861. *
  36862. * 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.
  36863. * 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.
  36864. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36865. */
  36866. export class ArcRotateCamera extends TargetCamera {
  36867. /**
  36868. * Defines the rotation angle of the camera along the longitudinal axis.
  36869. */
  36870. alpha: number;
  36871. /**
  36872. * Defines the rotation angle of the camera along the latitudinal axis.
  36873. */
  36874. beta: number;
  36875. /**
  36876. * Defines the radius of the camera from it s target point.
  36877. */
  36878. radius: number;
  36879. protected _target: Vector3;
  36880. protected _targetHost: Nullable<AbstractMesh>;
  36881. /**
  36882. * Defines the target point of the camera.
  36883. * The camera looks towards it form the radius distance.
  36884. */
  36885. target: Vector3;
  36886. /**
  36887. * Define the current local position of the camera in the scene
  36888. */
  36889. position: Vector3;
  36890. protected _upVector: Vector3;
  36891. protected _upToYMatrix: Matrix;
  36892. protected _YToUpMatrix: Matrix;
  36893. /**
  36894. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36895. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36896. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36897. */
  36898. upVector: Vector3;
  36899. /**
  36900. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36901. */
  36902. setMatUp(): void;
  36903. /**
  36904. * Current inertia value on the longitudinal axis.
  36905. * The bigger this number the longer it will take for the camera to stop.
  36906. */
  36907. inertialAlphaOffset: number;
  36908. /**
  36909. * Current inertia value on the latitudinal axis.
  36910. * The bigger this number the longer it will take for the camera to stop.
  36911. */
  36912. inertialBetaOffset: number;
  36913. /**
  36914. * Current inertia value on the radius axis.
  36915. * The bigger this number the longer it will take for the camera to stop.
  36916. */
  36917. inertialRadiusOffset: number;
  36918. /**
  36919. * Minimum allowed angle on the longitudinal axis.
  36920. * This can help limiting how the Camera is able to move in the scene.
  36921. */
  36922. lowerAlphaLimit: Nullable<number>;
  36923. /**
  36924. * Maximum allowed angle on the longitudinal axis.
  36925. * This can help limiting how the Camera is able to move in the scene.
  36926. */
  36927. upperAlphaLimit: Nullable<number>;
  36928. /**
  36929. * Minimum allowed angle on the latitudinal axis.
  36930. * This can help limiting how the Camera is able to move in the scene.
  36931. */
  36932. lowerBetaLimit: number;
  36933. /**
  36934. * Maximum allowed angle on the latitudinal axis.
  36935. * This can help limiting how the Camera is able to move in the scene.
  36936. */
  36937. upperBetaLimit: number;
  36938. /**
  36939. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36940. * This can help limiting how the Camera is able to move in the scene.
  36941. */
  36942. lowerRadiusLimit: Nullable<number>;
  36943. /**
  36944. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36945. * This can help limiting how the Camera is able to move in the scene.
  36946. */
  36947. upperRadiusLimit: Nullable<number>;
  36948. /**
  36949. * Defines the current inertia value used during panning of the camera along the X axis.
  36950. */
  36951. inertialPanningX: number;
  36952. /**
  36953. * Defines the current inertia value used during panning of the camera along the Y axis.
  36954. */
  36955. inertialPanningY: number;
  36956. /**
  36957. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  36958. * Basically if your fingers moves away from more than this distance you will be considered
  36959. * in pinch mode.
  36960. */
  36961. pinchToPanMaxDistance: number;
  36962. /**
  36963. * Defines the maximum distance the camera can pan.
  36964. * This could help keeping the cammera always in your scene.
  36965. */
  36966. panningDistanceLimit: Nullable<number>;
  36967. /**
  36968. * Defines the target of the camera before paning.
  36969. */
  36970. panningOriginTarget: Vector3;
  36971. /**
  36972. * Defines the value of the inertia used during panning.
  36973. * 0 would mean stop inertia and one would mean no decelleration at all.
  36974. */
  36975. panningInertia: number;
  36976. /**
  36977. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  36978. */
  36979. angularSensibilityX: number;
  36980. /**
  36981. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  36982. */
  36983. angularSensibilityY: number;
  36984. /**
  36985. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  36986. */
  36987. pinchPrecision: number;
  36988. /**
  36989. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  36990. * It will be used instead of pinchDeltaPrecision if different from 0.
  36991. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36992. */
  36993. pinchDeltaPercentage: number;
  36994. /**
  36995. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  36996. */
  36997. panningSensibility: number;
  36998. /**
  36999. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37000. */
  37001. keysUp: number[];
  37002. /**
  37003. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37004. */
  37005. keysDown: number[];
  37006. /**
  37007. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37008. */
  37009. keysLeft: number[];
  37010. /**
  37011. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37012. */
  37013. keysRight: number[];
  37014. /**
  37015. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37016. */
  37017. wheelPrecision: number;
  37018. /**
  37019. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37020. * It will be used instead of pinchDeltaPrecision if different from 0.
  37021. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37022. */
  37023. wheelDeltaPercentage: number;
  37024. /**
  37025. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37026. */
  37027. zoomOnFactor: number;
  37028. /**
  37029. * Defines a screen offset for the camera position.
  37030. */
  37031. targetScreenOffset: Vector2;
  37032. /**
  37033. * Allows the camera to be completely reversed.
  37034. * If false the camera can not arrive upside down.
  37035. */
  37036. allowUpsideDown: boolean;
  37037. /**
  37038. * Define if double tap/click is used to restore the previously saved state of the camera.
  37039. */
  37040. useInputToRestoreState: boolean;
  37041. /** @hidden */
  37042. _viewMatrix: Matrix;
  37043. /** @hidden */
  37044. _useCtrlForPanning: boolean;
  37045. /** @hidden */
  37046. _panningMouseButton: number;
  37047. /**
  37048. * Defines the input associated to the camera.
  37049. */
  37050. inputs: ArcRotateCameraInputsManager;
  37051. /** @hidden */
  37052. _reset: () => void;
  37053. /**
  37054. * Defines the allowed panning axis.
  37055. */
  37056. panningAxis: Vector3;
  37057. protected _localDirection: Vector3;
  37058. protected _transformedDirection: Vector3;
  37059. private _bouncingBehavior;
  37060. /**
  37061. * Gets the bouncing behavior of the camera if it has been enabled.
  37062. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37063. */
  37064. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37065. /**
  37066. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37067. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37068. */
  37069. useBouncingBehavior: boolean;
  37070. private _framingBehavior;
  37071. /**
  37072. * Gets the framing behavior of the camera if it has been enabled.
  37073. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37074. */
  37075. readonly framingBehavior: Nullable<FramingBehavior>;
  37076. /**
  37077. * Defines if the framing behavior of the camera is enabled on the camera.
  37078. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37079. */
  37080. useFramingBehavior: boolean;
  37081. private _autoRotationBehavior;
  37082. /**
  37083. * Gets the auto rotation behavior of the camera if it has been enabled.
  37084. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37085. */
  37086. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37087. /**
  37088. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37089. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37090. */
  37091. useAutoRotationBehavior: boolean;
  37092. /**
  37093. * Observable triggered when the mesh target has been changed on the camera.
  37094. */
  37095. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37096. /**
  37097. * Event raised when the camera is colliding with a mesh.
  37098. */
  37099. onCollide: (collidedMesh: AbstractMesh) => void;
  37100. /**
  37101. * Defines whether the camera should check collision with the objects oh the scene.
  37102. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37103. */
  37104. checkCollisions: boolean;
  37105. /**
  37106. * Defines the collision radius of the camera.
  37107. * This simulates a sphere around the camera.
  37108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37109. */
  37110. collisionRadius: Vector3;
  37111. protected _collider: Collider;
  37112. protected _previousPosition: Vector3;
  37113. protected _collisionVelocity: Vector3;
  37114. protected _newPosition: Vector3;
  37115. protected _previousAlpha: number;
  37116. protected _previousBeta: number;
  37117. protected _previousRadius: number;
  37118. protected _collisionTriggered: boolean;
  37119. protected _targetBoundingCenter: Nullable<Vector3>;
  37120. private _computationVector;
  37121. /**
  37122. * Instantiates a new ArcRotateCamera in a given scene
  37123. * @param name Defines the name of the camera
  37124. * @param alpha Defines the camera rotation along the logitudinal axis
  37125. * @param beta Defines the camera rotation along the latitudinal axis
  37126. * @param radius Defines the camera distance from its target
  37127. * @param target Defines the camera target
  37128. * @param scene Defines the scene the camera belongs to
  37129. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37130. */
  37131. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37132. /** @hidden */
  37133. _initCache(): void;
  37134. /** @hidden */
  37135. _updateCache(ignoreParentClass?: boolean): void;
  37136. protected _getTargetPosition(): Vector3;
  37137. private _storedAlpha;
  37138. private _storedBeta;
  37139. private _storedRadius;
  37140. private _storedTarget;
  37141. /**
  37142. * Stores the current state of the camera (alpha, beta, radius and target)
  37143. * @returns the camera itself
  37144. */
  37145. storeState(): Camera;
  37146. /**
  37147. * @hidden
  37148. * Restored camera state. You must call storeState() first
  37149. */
  37150. _restoreStateValues(): boolean;
  37151. /** @hidden */
  37152. _isSynchronizedViewMatrix(): boolean;
  37153. /**
  37154. * Attached controls to the current camera.
  37155. * @param element Defines the element the controls should be listened from
  37156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37157. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37158. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37159. */
  37160. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37161. /**
  37162. * Detach the current controls from the camera.
  37163. * The camera will stop reacting to inputs.
  37164. * @param element Defines the element to stop listening the inputs from
  37165. */
  37166. detachControl(element: HTMLElement): void;
  37167. /** @hidden */
  37168. _checkInputs(): void;
  37169. protected _checkLimits(): void;
  37170. /**
  37171. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37172. */
  37173. rebuildAnglesAndRadius(): void;
  37174. /**
  37175. * Use a position to define the current camera related information like aplha, beta and radius
  37176. * @param position Defines the position to set the camera at
  37177. */
  37178. setPosition(position: Vector3): void;
  37179. /**
  37180. * Defines the target the camera should look at.
  37181. * This will automatically adapt alpha beta and radius to fit within the new target.
  37182. * @param target Defines the new target as a Vector or a mesh
  37183. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37184. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37185. */
  37186. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37187. /** @hidden */
  37188. _getViewMatrix(): Matrix;
  37189. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37190. /**
  37191. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37192. * @param meshes Defines the mesh to zoom on
  37193. * @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)
  37194. */
  37195. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37196. /**
  37197. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37198. * The target will be changed but the radius
  37199. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37200. * @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)
  37201. */
  37202. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37203. min: Vector3;
  37204. max: Vector3;
  37205. distance: number;
  37206. }, doNotUpdateMaxZ?: boolean): void;
  37207. /**
  37208. * @override
  37209. * Override Camera.createRigCamera
  37210. */
  37211. createRigCamera(name: string, cameraIndex: number): Camera;
  37212. /**
  37213. * @hidden
  37214. * @override
  37215. * Override Camera._updateRigCameras
  37216. */
  37217. _updateRigCameras(): void;
  37218. /**
  37219. * Destroy the camera and release the current resources hold by it.
  37220. */
  37221. dispose(): void;
  37222. /**
  37223. * Gets the current object class name.
  37224. * @return the class name
  37225. */
  37226. getClassName(): string;
  37227. }
  37228. }
  37229. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37230. import { Behavior } from "babylonjs/Behaviors/behavior";
  37231. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37232. /**
  37233. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37235. */
  37236. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37237. /**
  37238. * Gets the name of the behavior.
  37239. */
  37240. readonly name: string;
  37241. private _zoomStopsAnimation;
  37242. private _idleRotationSpeed;
  37243. private _idleRotationWaitTime;
  37244. private _idleRotationSpinupTime;
  37245. /**
  37246. * Sets the flag that indicates if user zooming should stop animation.
  37247. */
  37248. /**
  37249. * Gets the flag that indicates if user zooming should stop animation.
  37250. */
  37251. zoomStopsAnimation: boolean;
  37252. /**
  37253. * Sets the default speed at which the camera rotates around the model.
  37254. */
  37255. /**
  37256. * Gets the default speed at which the camera rotates around the model.
  37257. */
  37258. idleRotationSpeed: number;
  37259. /**
  37260. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37261. */
  37262. /**
  37263. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37264. */
  37265. idleRotationWaitTime: number;
  37266. /**
  37267. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37268. */
  37269. /**
  37270. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37271. */
  37272. idleRotationSpinupTime: number;
  37273. /**
  37274. * Gets a value indicating if the camera is currently rotating because of this behavior
  37275. */
  37276. readonly rotationInProgress: boolean;
  37277. private _onPrePointerObservableObserver;
  37278. private _onAfterCheckInputsObserver;
  37279. private _attachedCamera;
  37280. private _isPointerDown;
  37281. private _lastFrameTime;
  37282. private _lastInteractionTime;
  37283. private _cameraRotationSpeed;
  37284. /**
  37285. * Initializes the behavior.
  37286. */
  37287. init(): void;
  37288. /**
  37289. * Attaches the behavior to its arc rotate camera.
  37290. * @param camera Defines the camera to attach the behavior to
  37291. */
  37292. attach(camera: ArcRotateCamera): void;
  37293. /**
  37294. * Detaches the behavior from its current arc rotate camera.
  37295. */
  37296. detach(): void;
  37297. /**
  37298. * Returns true if user is scrolling.
  37299. * @return true if user is scrolling.
  37300. */
  37301. private _userIsZooming;
  37302. private _lastFrameRadius;
  37303. private _shouldAnimationStopForInteraction;
  37304. /**
  37305. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37306. */
  37307. private _applyUserInteraction;
  37308. private _userIsMoving;
  37309. }
  37310. }
  37311. declare module "babylonjs/Behaviors/Cameras/index" {
  37312. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37313. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37314. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37315. }
  37316. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37317. import { Mesh } from "babylonjs/Meshes/mesh";
  37318. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37319. import { Behavior } from "babylonjs/Behaviors/behavior";
  37320. /**
  37321. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37322. */
  37323. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37324. private ui;
  37325. /**
  37326. * The name of the behavior
  37327. */
  37328. name: string;
  37329. /**
  37330. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37331. */
  37332. distanceAwayFromFace: number;
  37333. /**
  37334. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37335. */
  37336. distanceAwayFromBottomOfFace: number;
  37337. private _faceVectors;
  37338. private _target;
  37339. private _scene;
  37340. private _onRenderObserver;
  37341. private _tmpMatrix;
  37342. private _tmpVector;
  37343. /**
  37344. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37345. * @param ui The transform node that should be attched to the mesh
  37346. */
  37347. constructor(ui: TransformNode);
  37348. /**
  37349. * Initializes the behavior
  37350. */
  37351. init(): void;
  37352. private _closestFace;
  37353. private _zeroVector;
  37354. private _lookAtTmpMatrix;
  37355. private _lookAtToRef;
  37356. /**
  37357. * Attaches the AttachToBoxBehavior to the passed in mesh
  37358. * @param target The mesh that the specified node will be attached to
  37359. */
  37360. attach(target: Mesh): void;
  37361. /**
  37362. * Detaches the behavior from the mesh
  37363. */
  37364. detach(): void;
  37365. }
  37366. }
  37367. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37368. import { Behavior } from "babylonjs/Behaviors/behavior";
  37369. import { Mesh } from "babylonjs/Meshes/mesh";
  37370. /**
  37371. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37372. */
  37373. export class FadeInOutBehavior implements Behavior<Mesh> {
  37374. /**
  37375. * Time in milliseconds to delay before fading in (Default: 0)
  37376. */
  37377. delay: number;
  37378. /**
  37379. * Time in milliseconds for the mesh to fade in (Default: 300)
  37380. */
  37381. fadeInTime: number;
  37382. private _millisecondsPerFrame;
  37383. private _hovered;
  37384. private _hoverValue;
  37385. private _ownerNode;
  37386. /**
  37387. * Instatiates the FadeInOutBehavior
  37388. */
  37389. constructor();
  37390. /**
  37391. * The name of the behavior
  37392. */
  37393. readonly name: string;
  37394. /**
  37395. * Initializes the behavior
  37396. */
  37397. init(): void;
  37398. /**
  37399. * Attaches the fade behavior on the passed in mesh
  37400. * @param ownerNode The mesh that will be faded in/out once attached
  37401. */
  37402. attach(ownerNode: Mesh): void;
  37403. /**
  37404. * Detaches the behavior from the mesh
  37405. */
  37406. detach(): void;
  37407. /**
  37408. * Triggers the mesh to begin fading in or out
  37409. * @param value if the object should fade in or out (true to fade in)
  37410. */
  37411. fadeIn(value: boolean): void;
  37412. private _update;
  37413. private _setAllVisibility;
  37414. }
  37415. }
  37416. declare module "babylonjs/Misc/pivotTools" {
  37417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37418. /**
  37419. * Class containing a set of static utilities functions for managing Pivots
  37420. * @hidden
  37421. */
  37422. export class PivotTools {
  37423. private static _PivotCached;
  37424. private static _OldPivotPoint;
  37425. private static _PivotTranslation;
  37426. private static _PivotTmpVector;
  37427. /** @hidden */
  37428. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37429. /** @hidden */
  37430. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37431. }
  37432. }
  37433. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37434. import { Scene } from "babylonjs/scene";
  37435. import { Vector4 } from "babylonjs/Maths/math.vector";
  37436. import { Mesh } from "babylonjs/Meshes/mesh";
  37437. import { Nullable } from "babylonjs/types";
  37438. import { Plane } from "babylonjs/Maths/math.plane";
  37439. /**
  37440. * Class containing static functions to help procedurally build meshes
  37441. */
  37442. export class PlaneBuilder {
  37443. /**
  37444. * Creates a plane mesh
  37445. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37446. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37447. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37449. * * 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
  37450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37451. * @param name defines the name of the mesh
  37452. * @param options defines the options used to create the mesh
  37453. * @param scene defines the hosting scene
  37454. * @returns the plane mesh
  37455. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37456. */
  37457. static CreatePlane(name: string, options: {
  37458. size?: number;
  37459. width?: number;
  37460. height?: number;
  37461. sideOrientation?: number;
  37462. frontUVs?: Vector4;
  37463. backUVs?: Vector4;
  37464. updatable?: boolean;
  37465. sourcePlane?: Plane;
  37466. }, scene?: Nullable<Scene>): Mesh;
  37467. }
  37468. }
  37469. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37470. import { Behavior } from "babylonjs/Behaviors/behavior";
  37471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37472. import { Observable } from "babylonjs/Misc/observable";
  37473. import { Vector3 } from "babylonjs/Maths/math.vector";
  37474. import { Ray } from "babylonjs/Culling/ray";
  37475. import "babylonjs/Meshes/Builders/planeBuilder";
  37476. /**
  37477. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37478. */
  37479. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37480. private static _AnyMouseID;
  37481. /**
  37482. * Abstract mesh the behavior is set on
  37483. */
  37484. attachedNode: AbstractMesh;
  37485. private _dragPlane;
  37486. private _scene;
  37487. private _pointerObserver;
  37488. private _beforeRenderObserver;
  37489. private static _planeScene;
  37490. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37491. /**
  37492. * 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)
  37493. */
  37494. maxDragAngle: number;
  37495. /**
  37496. * @hidden
  37497. */
  37498. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37499. /**
  37500. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37501. */
  37502. currentDraggingPointerID: number;
  37503. /**
  37504. * The last position where the pointer hit the drag plane in world space
  37505. */
  37506. lastDragPosition: Vector3;
  37507. /**
  37508. * If the behavior is currently in a dragging state
  37509. */
  37510. dragging: boolean;
  37511. /**
  37512. * 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)
  37513. */
  37514. dragDeltaRatio: number;
  37515. /**
  37516. * If the drag plane orientation should be updated during the dragging (Default: true)
  37517. */
  37518. updateDragPlane: boolean;
  37519. private _debugMode;
  37520. private _moving;
  37521. /**
  37522. * Fires each time the attached mesh is dragged with the pointer
  37523. * * delta between last drag position and current drag position in world space
  37524. * * dragDistance along the drag axis
  37525. * * dragPlaneNormal normal of the current drag plane used during the drag
  37526. * * dragPlanePoint in world space where the drag intersects the drag plane
  37527. */
  37528. onDragObservable: Observable<{
  37529. delta: Vector3;
  37530. dragPlanePoint: Vector3;
  37531. dragPlaneNormal: Vector3;
  37532. dragDistance: number;
  37533. pointerId: number;
  37534. }>;
  37535. /**
  37536. * Fires each time a drag begins (eg. mouse down on mesh)
  37537. */
  37538. onDragStartObservable: Observable<{
  37539. dragPlanePoint: Vector3;
  37540. pointerId: number;
  37541. }>;
  37542. /**
  37543. * Fires each time a drag ends (eg. mouse release after drag)
  37544. */
  37545. onDragEndObservable: Observable<{
  37546. dragPlanePoint: Vector3;
  37547. pointerId: number;
  37548. }>;
  37549. /**
  37550. * If the attached mesh should be moved when dragged
  37551. */
  37552. moveAttached: boolean;
  37553. /**
  37554. * If the drag behavior will react to drag events (Default: true)
  37555. */
  37556. enabled: boolean;
  37557. /**
  37558. * If pointer events should start and release the drag (Default: true)
  37559. */
  37560. startAndReleaseDragOnPointerEvents: boolean;
  37561. /**
  37562. * If camera controls should be detached during the drag
  37563. */
  37564. detachCameraControls: boolean;
  37565. /**
  37566. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37567. */
  37568. useObjectOrienationForDragging: boolean;
  37569. private _options;
  37570. /**
  37571. * Creates a pointer drag behavior that can be attached to a mesh
  37572. * @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)
  37573. */
  37574. constructor(options?: {
  37575. dragAxis?: Vector3;
  37576. dragPlaneNormal?: Vector3;
  37577. });
  37578. /**
  37579. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37580. */
  37581. validateDrag: (targetPosition: Vector3) => boolean;
  37582. /**
  37583. * The name of the behavior
  37584. */
  37585. readonly name: string;
  37586. /**
  37587. * Initializes the behavior
  37588. */
  37589. init(): void;
  37590. private _tmpVector;
  37591. private _alternatePickedPoint;
  37592. private _worldDragAxis;
  37593. private _targetPosition;
  37594. private _attachedElement;
  37595. /**
  37596. * Attaches the drag behavior the passed in mesh
  37597. * @param ownerNode The mesh that will be dragged around once attached
  37598. */
  37599. attach(ownerNode: AbstractMesh): void;
  37600. /**
  37601. * Force relase the drag action by code.
  37602. */
  37603. releaseDrag(): void;
  37604. private _startDragRay;
  37605. private _lastPointerRay;
  37606. /**
  37607. * Simulates the start of a pointer drag event on the behavior
  37608. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37609. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37610. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37611. */
  37612. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37613. private _startDrag;
  37614. private _dragDelta;
  37615. private _moveDrag;
  37616. private _pickWithRayOnDragPlane;
  37617. private _pointA;
  37618. private _pointB;
  37619. private _pointC;
  37620. private _lineA;
  37621. private _lineB;
  37622. private _localAxis;
  37623. private _lookAt;
  37624. private _updateDragPlanePosition;
  37625. /**
  37626. * Detaches the behavior from the mesh
  37627. */
  37628. detach(): void;
  37629. }
  37630. }
  37631. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37632. import { Mesh } from "babylonjs/Meshes/mesh";
  37633. import { Behavior } from "babylonjs/Behaviors/behavior";
  37634. /**
  37635. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37636. */
  37637. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37638. private _dragBehaviorA;
  37639. private _dragBehaviorB;
  37640. private _startDistance;
  37641. private _initialScale;
  37642. private _targetScale;
  37643. private _ownerNode;
  37644. private _sceneRenderObserver;
  37645. /**
  37646. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37647. */
  37648. constructor();
  37649. /**
  37650. * The name of the behavior
  37651. */
  37652. readonly name: string;
  37653. /**
  37654. * Initializes the behavior
  37655. */
  37656. init(): void;
  37657. private _getCurrentDistance;
  37658. /**
  37659. * Attaches the scale behavior the passed in mesh
  37660. * @param ownerNode The mesh that will be scaled around once attached
  37661. */
  37662. attach(ownerNode: Mesh): void;
  37663. /**
  37664. * Detaches the behavior from the mesh
  37665. */
  37666. detach(): void;
  37667. }
  37668. }
  37669. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37670. import { Behavior } from "babylonjs/Behaviors/behavior";
  37671. import { Mesh } from "babylonjs/Meshes/mesh";
  37672. import { Observable } from "babylonjs/Misc/observable";
  37673. /**
  37674. * 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
  37675. */
  37676. export class SixDofDragBehavior implements Behavior<Mesh> {
  37677. private static _virtualScene;
  37678. private _ownerNode;
  37679. private _sceneRenderObserver;
  37680. private _scene;
  37681. private _targetPosition;
  37682. private _virtualOriginMesh;
  37683. private _virtualDragMesh;
  37684. private _pointerObserver;
  37685. private _moving;
  37686. private _startingOrientation;
  37687. /**
  37688. * 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)
  37689. */
  37690. private zDragFactor;
  37691. /**
  37692. * If the object should rotate to face the drag origin
  37693. */
  37694. rotateDraggedObject: boolean;
  37695. /**
  37696. * If the behavior is currently in a dragging state
  37697. */
  37698. dragging: boolean;
  37699. /**
  37700. * 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)
  37701. */
  37702. dragDeltaRatio: number;
  37703. /**
  37704. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37705. */
  37706. currentDraggingPointerID: number;
  37707. /**
  37708. * If camera controls should be detached during the drag
  37709. */
  37710. detachCameraControls: boolean;
  37711. /**
  37712. * Fires each time a drag starts
  37713. */
  37714. onDragStartObservable: Observable<{}>;
  37715. /**
  37716. * Fires each time a drag ends (eg. mouse release after drag)
  37717. */
  37718. onDragEndObservable: Observable<{}>;
  37719. /**
  37720. * 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
  37721. */
  37722. constructor();
  37723. /**
  37724. * The name of the behavior
  37725. */
  37726. readonly name: string;
  37727. /**
  37728. * Initializes the behavior
  37729. */
  37730. init(): void;
  37731. /**
  37732. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37733. */
  37734. private readonly _pointerCamera;
  37735. /**
  37736. * Attaches the scale behavior the passed in mesh
  37737. * @param ownerNode The mesh that will be scaled around once attached
  37738. */
  37739. attach(ownerNode: Mesh): void;
  37740. /**
  37741. * Detaches the behavior from the mesh
  37742. */
  37743. detach(): void;
  37744. }
  37745. }
  37746. declare module "babylonjs/Behaviors/Meshes/index" {
  37747. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37748. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37749. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37750. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37751. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37752. }
  37753. declare module "babylonjs/Behaviors/index" {
  37754. export * from "babylonjs/Behaviors/behavior";
  37755. export * from "babylonjs/Behaviors/Cameras/index";
  37756. export * from "babylonjs/Behaviors/Meshes/index";
  37757. }
  37758. declare module "babylonjs/Bones/boneIKController" {
  37759. import { Bone } from "babylonjs/Bones/bone";
  37760. import { Vector3 } from "babylonjs/Maths/math.vector";
  37761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37762. import { Nullable } from "babylonjs/types";
  37763. /**
  37764. * Class used to apply inverse kinematics to bones
  37765. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37766. */
  37767. export class BoneIKController {
  37768. private static _tmpVecs;
  37769. private static _tmpQuat;
  37770. private static _tmpMats;
  37771. /**
  37772. * Gets or sets the target mesh
  37773. */
  37774. targetMesh: AbstractMesh;
  37775. /** Gets or sets the mesh used as pole */
  37776. poleTargetMesh: AbstractMesh;
  37777. /**
  37778. * Gets or sets the bone used as pole
  37779. */
  37780. poleTargetBone: Nullable<Bone>;
  37781. /**
  37782. * Gets or sets the target position
  37783. */
  37784. targetPosition: Vector3;
  37785. /**
  37786. * Gets or sets the pole target position
  37787. */
  37788. poleTargetPosition: Vector3;
  37789. /**
  37790. * Gets or sets the pole target local offset
  37791. */
  37792. poleTargetLocalOffset: Vector3;
  37793. /**
  37794. * Gets or sets the pole angle
  37795. */
  37796. poleAngle: number;
  37797. /**
  37798. * Gets or sets the mesh associated with the controller
  37799. */
  37800. mesh: AbstractMesh;
  37801. /**
  37802. * 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)
  37803. */
  37804. slerpAmount: number;
  37805. private _bone1Quat;
  37806. private _bone1Mat;
  37807. private _bone2Ang;
  37808. private _bone1;
  37809. private _bone2;
  37810. private _bone1Length;
  37811. private _bone2Length;
  37812. private _maxAngle;
  37813. private _maxReach;
  37814. private _rightHandedSystem;
  37815. private _bendAxis;
  37816. private _slerping;
  37817. private _adjustRoll;
  37818. /**
  37819. * Gets or sets maximum allowed angle
  37820. */
  37821. maxAngle: number;
  37822. /**
  37823. * Creates a new BoneIKController
  37824. * @param mesh defines the mesh to control
  37825. * @param bone defines the bone to control
  37826. * @param options defines options to set up the controller
  37827. */
  37828. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37829. targetMesh?: AbstractMesh;
  37830. poleTargetMesh?: AbstractMesh;
  37831. poleTargetBone?: Bone;
  37832. poleTargetLocalOffset?: Vector3;
  37833. poleAngle?: number;
  37834. bendAxis?: Vector3;
  37835. maxAngle?: number;
  37836. slerpAmount?: number;
  37837. });
  37838. private _setMaxAngle;
  37839. /**
  37840. * Force the controller to update the bones
  37841. */
  37842. update(): void;
  37843. }
  37844. }
  37845. declare module "babylonjs/Bones/boneLookController" {
  37846. import { Vector3 } from "babylonjs/Maths/math.vector";
  37847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37848. import { Bone } from "babylonjs/Bones/bone";
  37849. import { Space } from "babylonjs/Maths/math.axis";
  37850. /**
  37851. * Class used to make a bone look toward a point in space
  37852. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37853. */
  37854. export class BoneLookController {
  37855. private static _tmpVecs;
  37856. private static _tmpQuat;
  37857. private static _tmpMats;
  37858. /**
  37859. * The target Vector3 that the bone will look at
  37860. */
  37861. target: Vector3;
  37862. /**
  37863. * The mesh that the bone is attached to
  37864. */
  37865. mesh: AbstractMesh;
  37866. /**
  37867. * The bone that will be looking to the target
  37868. */
  37869. bone: Bone;
  37870. /**
  37871. * The up axis of the coordinate system that is used when the bone is rotated
  37872. */
  37873. upAxis: Vector3;
  37874. /**
  37875. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37876. */
  37877. upAxisSpace: Space;
  37878. /**
  37879. * Used to make an adjustment to the yaw of the bone
  37880. */
  37881. adjustYaw: number;
  37882. /**
  37883. * Used to make an adjustment to the pitch of the bone
  37884. */
  37885. adjustPitch: number;
  37886. /**
  37887. * Used to make an adjustment to the roll of the bone
  37888. */
  37889. adjustRoll: number;
  37890. /**
  37891. * 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)
  37892. */
  37893. slerpAmount: number;
  37894. private _minYaw;
  37895. private _maxYaw;
  37896. private _minPitch;
  37897. private _maxPitch;
  37898. private _minYawSin;
  37899. private _minYawCos;
  37900. private _maxYawSin;
  37901. private _maxYawCos;
  37902. private _midYawConstraint;
  37903. private _minPitchTan;
  37904. private _maxPitchTan;
  37905. private _boneQuat;
  37906. private _slerping;
  37907. private _transformYawPitch;
  37908. private _transformYawPitchInv;
  37909. private _firstFrameSkipped;
  37910. private _yawRange;
  37911. private _fowardAxis;
  37912. /**
  37913. * Gets or sets the minimum yaw angle that the bone can look to
  37914. */
  37915. minYaw: number;
  37916. /**
  37917. * Gets or sets the maximum yaw angle that the bone can look to
  37918. */
  37919. maxYaw: number;
  37920. /**
  37921. * Gets or sets the minimum pitch angle that the bone can look to
  37922. */
  37923. minPitch: number;
  37924. /**
  37925. * Gets or sets the maximum pitch angle that the bone can look to
  37926. */
  37927. maxPitch: number;
  37928. /**
  37929. * Create a BoneLookController
  37930. * @param mesh the mesh that the bone belongs to
  37931. * @param bone the bone that will be looking to the target
  37932. * @param target the target Vector3 to look at
  37933. * @param options optional settings:
  37934. * * maxYaw: the maximum angle the bone will yaw to
  37935. * * minYaw: the minimum angle the bone will yaw to
  37936. * * maxPitch: the maximum angle the bone will pitch to
  37937. * * minPitch: the minimum angle the bone will yaw to
  37938. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37939. * * upAxis: the up axis of the coordinate system
  37940. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37941. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37942. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37943. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37944. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37945. * * adjustRoll: used to make an adjustment to the roll of the bone
  37946. **/
  37947. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  37948. maxYaw?: number;
  37949. minYaw?: number;
  37950. maxPitch?: number;
  37951. minPitch?: number;
  37952. slerpAmount?: number;
  37953. upAxis?: Vector3;
  37954. upAxisSpace?: Space;
  37955. yawAxis?: Vector3;
  37956. pitchAxis?: Vector3;
  37957. adjustYaw?: number;
  37958. adjustPitch?: number;
  37959. adjustRoll?: number;
  37960. });
  37961. /**
  37962. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  37963. */
  37964. update(): void;
  37965. private _getAngleDiff;
  37966. private _getAngleBetween;
  37967. private _isAngleBetween;
  37968. }
  37969. }
  37970. declare module "babylonjs/Bones/index" {
  37971. export * from "babylonjs/Bones/bone";
  37972. export * from "babylonjs/Bones/boneIKController";
  37973. export * from "babylonjs/Bones/boneLookController";
  37974. export * from "babylonjs/Bones/skeleton";
  37975. }
  37976. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  37977. import { Nullable } from "babylonjs/types";
  37978. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37979. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37980. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  37981. /**
  37982. * Manage the gamepad inputs to control an arc rotate camera.
  37983. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37984. */
  37985. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  37986. /**
  37987. * Defines the camera the input is attached to.
  37988. */
  37989. camera: ArcRotateCamera;
  37990. /**
  37991. * Defines the gamepad the input is gathering event from.
  37992. */
  37993. gamepad: Nullable<Gamepad>;
  37994. /**
  37995. * Defines the gamepad rotation sensiblity.
  37996. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  37997. */
  37998. gamepadRotationSensibility: number;
  37999. /**
  38000. * Defines the gamepad move sensiblity.
  38001. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38002. */
  38003. gamepadMoveSensibility: number;
  38004. private _onGamepadConnectedObserver;
  38005. private _onGamepadDisconnectedObserver;
  38006. /**
  38007. * Attach the input controls to a specific dom element to get the input from.
  38008. * @param element Defines the element the controls should be listened from
  38009. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38010. */
  38011. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38012. /**
  38013. * Detach the current controls from the specified dom element.
  38014. * @param element Defines the element to stop listening the inputs from
  38015. */
  38016. detachControl(element: Nullable<HTMLElement>): void;
  38017. /**
  38018. * Update the current camera state depending on the inputs that have been used this frame.
  38019. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38020. */
  38021. checkInputs(): void;
  38022. /**
  38023. * Gets the class name of the current intput.
  38024. * @returns the class name
  38025. */
  38026. getClassName(): string;
  38027. /**
  38028. * Get the friendly name associated with the input class.
  38029. * @returns the input friendly name
  38030. */
  38031. getSimpleName(): string;
  38032. }
  38033. }
  38034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38035. import { Nullable } from "babylonjs/types";
  38036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38038. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38039. interface ArcRotateCameraInputsManager {
  38040. /**
  38041. * Add orientation input support to the input manager.
  38042. * @returns the current input manager
  38043. */
  38044. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38045. }
  38046. }
  38047. /**
  38048. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38049. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38050. */
  38051. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38052. /**
  38053. * Defines the camera the input is attached to.
  38054. */
  38055. camera: ArcRotateCamera;
  38056. /**
  38057. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38058. */
  38059. alphaCorrection: number;
  38060. /**
  38061. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38062. */
  38063. gammaCorrection: number;
  38064. private _alpha;
  38065. private _gamma;
  38066. private _dirty;
  38067. private _deviceOrientationHandler;
  38068. /**
  38069. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38070. */
  38071. constructor();
  38072. /**
  38073. * Attach the input controls to a specific dom element to get the input from.
  38074. * @param element Defines the element the controls should be listened from
  38075. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38076. */
  38077. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38078. /** @hidden */
  38079. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38080. /**
  38081. * Update the current camera state depending on the inputs that have been used this frame.
  38082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38083. */
  38084. checkInputs(): void;
  38085. /**
  38086. * Detach the current controls from the specified dom element.
  38087. * @param element Defines the element to stop listening the inputs from
  38088. */
  38089. detachControl(element: Nullable<HTMLElement>): void;
  38090. /**
  38091. * Gets the class name of the current intput.
  38092. * @returns the class name
  38093. */
  38094. getClassName(): string;
  38095. /**
  38096. * Get the friendly name associated with the input class.
  38097. * @returns the input friendly name
  38098. */
  38099. getSimpleName(): string;
  38100. }
  38101. }
  38102. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38103. import { Nullable } from "babylonjs/types";
  38104. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38105. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38106. /**
  38107. * Listen to mouse events to control the camera.
  38108. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38109. */
  38110. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38111. /**
  38112. * Defines the camera the input is attached to.
  38113. */
  38114. camera: FlyCamera;
  38115. /**
  38116. * Defines if touch is enabled. (Default is true.)
  38117. */
  38118. touchEnabled: boolean;
  38119. /**
  38120. * Defines the buttons associated with the input to handle camera rotation.
  38121. */
  38122. buttons: number[];
  38123. /**
  38124. * Assign buttons for Yaw control.
  38125. */
  38126. buttonsYaw: number[];
  38127. /**
  38128. * Assign buttons for Pitch control.
  38129. */
  38130. buttonsPitch: number[];
  38131. /**
  38132. * Assign buttons for Roll control.
  38133. */
  38134. buttonsRoll: number[];
  38135. /**
  38136. * Detect if any button is being pressed while mouse is moved.
  38137. * -1 = Mouse locked.
  38138. * 0 = Left button.
  38139. * 1 = Middle Button.
  38140. * 2 = Right Button.
  38141. */
  38142. activeButton: number;
  38143. /**
  38144. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38145. * Higher values reduce its sensitivity.
  38146. */
  38147. angularSensibility: number;
  38148. private _mousemoveCallback;
  38149. private _observer;
  38150. private _rollObserver;
  38151. private previousPosition;
  38152. private noPreventDefault;
  38153. private element;
  38154. /**
  38155. * Listen to mouse events to control the camera.
  38156. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38157. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38158. */
  38159. constructor(touchEnabled?: boolean);
  38160. /**
  38161. * Attach the mouse control to the HTML DOM element.
  38162. * @param element Defines the element that listens to the input events.
  38163. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38164. */
  38165. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38166. /**
  38167. * Detach the current controls from the specified dom element.
  38168. * @param element Defines the element to stop listening the inputs from
  38169. */
  38170. detachControl(element: Nullable<HTMLElement>): void;
  38171. /**
  38172. * Gets the class name of the current input.
  38173. * @returns the class name.
  38174. */
  38175. getClassName(): string;
  38176. /**
  38177. * Get the friendly name associated with the input class.
  38178. * @returns the input's friendly name.
  38179. */
  38180. getSimpleName(): string;
  38181. private _pointerInput;
  38182. private _onMouseMove;
  38183. /**
  38184. * Rotate camera by mouse offset.
  38185. */
  38186. private rotateCamera;
  38187. }
  38188. }
  38189. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38190. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38191. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38192. /**
  38193. * Default Inputs manager for the FlyCamera.
  38194. * It groups all the default supported inputs for ease of use.
  38195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38196. */
  38197. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38198. /**
  38199. * Instantiates a new FlyCameraInputsManager.
  38200. * @param camera Defines the camera the inputs belong to.
  38201. */
  38202. constructor(camera: FlyCamera);
  38203. /**
  38204. * Add keyboard input support to the input manager.
  38205. * @returns the new FlyCameraKeyboardMoveInput().
  38206. */
  38207. addKeyboard(): FlyCameraInputsManager;
  38208. /**
  38209. * Add mouse input support to the input manager.
  38210. * @param touchEnabled Enable touch screen support.
  38211. * @returns the new FlyCameraMouseInput().
  38212. */
  38213. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38214. }
  38215. }
  38216. declare module "babylonjs/Cameras/flyCamera" {
  38217. import { Scene } from "babylonjs/scene";
  38218. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38219. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38220. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38221. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38222. /**
  38223. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38224. * such as in a 3D Space Shooter or a Flight Simulator.
  38225. */
  38226. export class FlyCamera extends TargetCamera {
  38227. /**
  38228. * Define the collision ellipsoid of the camera.
  38229. * This is helpful for simulating a camera body, like a player's body.
  38230. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38231. */
  38232. ellipsoid: Vector3;
  38233. /**
  38234. * Define an offset for the position of the ellipsoid around the camera.
  38235. * This can be helpful if the camera is attached away from the player's body center,
  38236. * such as at its head.
  38237. */
  38238. ellipsoidOffset: Vector3;
  38239. /**
  38240. * Enable or disable collisions of the camera with the rest of the scene objects.
  38241. */
  38242. checkCollisions: boolean;
  38243. /**
  38244. * Enable or disable gravity on the camera.
  38245. */
  38246. applyGravity: boolean;
  38247. /**
  38248. * Define the current direction the camera is moving to.
  38249. */
  38250. cameraDirection: Vector3;
  38251. /**
  38252. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38253. * This overrides and empties cameraRotation.
  38254. */
  38255. rotationQuaternion: Quaternion;
  38256. /**
  38257. * Track Roll to maintain the wanted Rolling when looking around.
  38258. */
  38259. _trackRoll: number;
  38260. /**
  38261. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38262. */
  38263. rollCorrect: number;
  38264. /**
  38265. * Mimic a banked turn, Rolling the camera when Yawing.
  38266. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38267. */
  38268. bankedTurn: boolean;
  38269. /**
  38270. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38271. */
  38272. bankedTurnLimit: number;
  38273. /**
  38274. * Value of 0 disables the banked Roll.
  38275. * Value of 1 is equal to the Yaw angle in radians.
  38276. */
  38277. bankedTurnMultiplier: number;
  38278. /**
  38279. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38280. */
  38281. inputs: FlyCameraInputsManager;
  38282. /**
  38283. * Gets the input sensibility for mouse input.
  38284. * Higher values reduce sensitivity.
  38285. */
  38286. /**
  38287. * Sets the input sensibility for a mouse input.
  38288. * Higher values reduce sensitivity.
  38289. */
  38290. angularSensibility: number;
  38291. /**
  38292. * Get the keys for camera movement forward.
  38293. */
  38294. /**
  38295. * Set the keys for camera movement forward.
  38296. */
  38297. keysForward: number[];
  38298. /**
  38299. * Get the keys for camera movement backward.
  38300. */
  38301. keysBackward: number[];
  38302. /**
  38303. * Get the keys for camera movement up.
  38304. */
  38305. /**
  38306. * Set the keys for camera movement up.
  38307. */
  38308. keysUp: number[];
  38309. /**
  38310. * Get the keys for camera movement down.
  38311. */
  38312. /**
  38313. * Set the keys for camera movement down.
  38314. */
  38315. keysDown: number[];
  38316. /**
  38317. * Get the keys for camera movement left.
  38318. */
  38319. /**
  38320. * Set the keys for camera movement left.
  38321. */
  38322. keysLeft: number[];
  38323. /**
  38324. * Set the keys for camera movement right.
  38325. */
  38326. /**
  38327. * Set the keys for camera movement right.
  38328. */
  38329. keysRight: number[];
  38330. /**
  38331. * Event raised when the camera collides with a mesh in the scene.
  38332. */
  38333. onCollide: (collidedMesh: AbstractMesh) => void;
  38334. private _collider;
  38335. private _needMoveForGravity;
  38336. private _oldPosition;
  38337. private _diffPosition;
  38338. private _newPosition;
  38339. /** @hidden */
  38340. _localDirection: Vector3;
  38341. /** @hidden */
  38342. _transformedDirection: Vector3;
  38343. /**
  38344. * Instantiates a FlyCamera.
  38345. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38346. * such as in a 3D Space Shooter or a Flight Simulator.
  38347. * @param name Define the name of the camera in the scene.
  38348. * @param position Define the starting position of the camera in the scene.
  38349. * @param scene Define the scene the camera belongs to.
  38350. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38351. */
  38352. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38353. /**
  38354. * Attach a control to the HTML DOM element.
  38355. * @param element Defines the element that listens to the input events.
  38356. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38357. */
  38358. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38359. /**
  38360. * Detach a control from the HTML DOM element.
  38361. * The camera will stop reacting to that input.
  38362. * @param element Defines the element that listens to the input events.
  38363. */
  38364. detachControl(element: HTMLElement): void;
  38365. private _collisionMask;
  38366. /**
  38367. * Get the mask that the camera ignores in collision events.
  38368. */
  38369. /**
  38370. * Set the mask that the camera ignores in collision events.
  38371. */
  38372. collisionMask: number;
  38373. /** @hidden */
  38374. _collideWithWorld(displacement: Vector3): void;
  38375. /** @hidden */
  38376. private _onCollisionPositionChange;
  38377. /** @hidden */
  38378. _checkInputs(): void;
  38379. /** @hidden */
  38380. _decideIfNeedsToMove(): boolean;
  38381. /** @hidden */
  38382. _updatePosition(): void;
  38383. /**
  38384. * Restore the Roll to its target value at the rate specified.
  38385. * @param rate - Higher means slower restoring.
  38386. * @hidden
  38387. */
  38388. restoreRoll(rate: number): void;
  38389. /**
  38390. * Destroy the camera and release the current resources held by it.
  38391. */
  38392. dispose(): void;
  38393. /**
  38394. * Get the current object class name.
  38395. * @returns the class name.
  38396. */
  38397. getClassName(): string;
  38398. }
  38399. }
  38400. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38401. import { Nullable } from "babylonjs/types";
  38402. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38403. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38404. /**
  38405. * Listen to keyboard events to control the camera.
  38406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38407. */
  38408. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38409. /**
  38410. * Defines the camera the input is attached to.
  38411. */
  38412. camera: FlyCamera;
  38413. /**
  38414. * The list of keyboard keys used to control the forward move of the camera.
  38415. */
  38416. keysForward: number[];
  38417. /**
  38418. * The list of keyboard keys used to control the backward move of the camera.
  38419. */
  38420. keysBackward: number[];
  38421. /**
  38422. * The list of keyboard keys used to control the forward move of the camera.
  38423. */
  38424. keysUp: number[];
  38425. /**
  38426. * The list of keyboard keys used to control the backward move of the camera.
  38427. */
  38428. keysDown: number[];
  38429. /**
  38430. * The list of keyboard keys used to control the right strafe move of the camera.
  38431. */
  38432. keysRight: number[];
  38433. /**
  38434. * The list of keyboard keys used to control the left strafe move of the camera.
  38435. */
  38436. keysLeft: number[];
  38437. private _keys;
  38438. private _onCanvasBlurObserver;
  38439. private _onKeyboardObserver;
  38440. private _engine;
  38441. private _scene;
  38442. /**
  38443. * Attach the input controls to a specific dom element to get the input from.
  38444. * @param element Defines the element the controls should be listened from
  38445. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38446. */
  38447. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38448. /**
  38449. * Detach the current controls from the specified dom element.
  38450. * @param element Defines the element to stop listening the inputs from
  38451. */
  38452. detachControl(element: Nullable<HTMLElement>): void;
  38453. /**
  38454. * Gets the class name of the current intput.
  38455. * @returns the class name
  38456. */
  38457. getClassName(): string;
  38458. /** @hidden */
  38459. _onLostFocus(e: FocusEvent): void;
  38460. /**
  38461. * Get the friendly name associated with the input class.
  38462. * @returns the input friendly name
  38463. */
  38464. getSimpleName(): string;
  38465. /**
  38466. * Update the current camera state depending on the inputs that have been used this frame.
  38467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38468. */
  38469. checkInputs(): void;
  38470. }
  38471. }
  38472. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38473. import { Nullable } from "babylonjs/types";
  38474. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38475. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38476. /**
  38477. * Manage the mouse wheel inputs to control a follow camera.
  38478. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38479. */
  38480. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38481. /**
  38482. * Defines the camera the input is attached to.
  38483. */
  38484. camera: FollowCamera;
  38485. /**
  38486. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38487. */
  38488. axisControlRadius: boolean;
  38489. /**
  38490. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38491. */
  38492. axisControlHeight: boolean;
  38493. /**
  38494. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38495. */
  38496. axisControlRotation: boolean;
  38497. /**
  38498. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38499. * relation to mouseWheel events.
  38500. */
  38501. wheelPrecision: number;
  38502. /**
  38503. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38504. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38505. */
  38506. wheelDeltaPercentage: number;
  38507. private _wheel;
  38508. private _observer;
  38509. /**
  38510. * Attach the input controls to a specific dom element to get the input from.
  38511. * @param element Defines the element the controls should be listened from
  38512. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38513. */
  38514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38515. /**
  38516. * Detach the current controls from the specified dom element.
  38517. * @param element Defines the element to stop listening the inputs from
  38518. */
  38519. detachControl(element: Nullable<HTMLElement>): void;
  38520. /**
  38521. * Gets the class name of the current intput.
  38522. * @returns the class name
  38523. */
  38524. getClassName(): string;
  38525. /**
  38526. * Get the friendly name associated with the input class.
  38527. * @returns the input friendly name
  38528. */
  38529. getSimpleName(): string;
  38530. }
  38531. }
  38532. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38533. import { Nullable } from "babylonjs/types";
  38534. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38535. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38536. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38537. /**
  38538. * Manage the pointers inputs to control an follow camera.
  38539. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38540. */
  38541. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38542. /**
  38543. * Defines the camera the input is attached to.
  38544. */
  38545. camera: FollowCamera;
  38546. /**
  38547. * Gets the class name of the current input.
  38548. * @returns the class name
  38549. */
  38550. getClassName(): string;
  38551. /**
  38552. * Defines the pointer angular sensibility along the X axis or how fast is
  38553. * the camera rotating.
  38554. * A negative number will reverse the axis direction.
  38555. */
  38556. angularSensibilityX: number;
  38557. /**
  38558. * Defines the pointer angular sensibility along the Y axis or how fast is
  38559. * the camera rotating.
  38560. * A negative number will reverse the axis direction.
  38561. */
  38562. angularSensibilityY: number;
  38563. /**
  38564. * Defines the pointer pinch precision or how fast is the camera zooming.
  38565. * A negative number will reverse the axis direction.
  38566. */
  38567. pinchPrecision: number;
  38568. /**
  38569. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38570. * from 0.
  38571. * It defines the percentage of current camera.radius to use as delta when
  38572. * pinch zoom is used.
  38573. */
  38574. pinchDeltaPercentage: number;
  38575. /**
  38576. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38577. */
  38578. axisXControlRadius: boolean;
  38579. /**
  38580. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38581. */
  38582. axisXControlHeight: boolean;
  38583. /**
  38584. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38585. */
  38586. axisXControlRotation: boolean;
  38587. /**
  38588. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38589. */
  38590. axisYControlRadius: boolean;
  38591. /**
  38592. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38593. */
  38594. axisYControlHeight: boolean;
  38595. /**
  38596. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38597. */
  38598. axisYControlRotation: boolean;
  38599. /**
  38600. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38601. */
  38602. axisPinchControlRadius: boolean;
  38603. /**
  38604. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38605. */
  38606. axisPinchControlHeight: boolean;
  38607. /**
  38608. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38609. */
  38610. axisPinchControlRotation: boolean;
  38611. /**
  38612. * Log error messages if basic misconfiguration has occurred.
  38613. */
  38614. warningEnable: boolean;
  38615. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38616. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38617. private _warningCounter;
  38618. private _warning;
  38619. }
  38620. }
  38621. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38622. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38623. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38624. /**
  38625. * Default Inputs manager for the FollowCamera.
  38626. * It groups all the default supported inputs for ease of use.
  38627. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38628. */
  38629. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38630. /**
  38631. * Instantiates a new FollowCameraInputsManager.
  38632. * @param camera Defines the camera the inputs belong to
  38633. */
  38634. constructor(camera: FollowCamera);
  38635. /**
  38636. * Add keyboard input support to the input manager.
  38637. * @returns the current input manager
  38638. */
  38639. addKeyboard(): FollowCameraInputsManager;
  38640. /**
  38641. * Add mouse wheel input support to the input manager.
  38642. * @returns the current input manager
  38643. */
  38644. addMouseWheel(): FollowCameraInputsManager;
  38645. /**
  38646. * Add pointers input support to the input manager.
  38647. * @returns the current input manager
  38648. */
  38649. addPointers(): FollowCameraInputsManager;
  38650. /**
  38651. * Add orientation input support to the input manager.
  38652. * @returns the current input manager
  38653. */
  38654. addVRDeviceOrientation(): FollowCameraInputsManager;
  38655. }
  38656. }
  38657. declare module "babylonjs/Cameras/followCamera" {
  38658. import { Nullable } from "babylonjs/types";
  38659. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38660. import { Scene } from "babylonjs/scene";
  38661. import { Vector3 } from "babylonjs/Maths/math.vector";
  38662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38663. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38664. /**
  38665. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38666. * an arc rotate version arcFollowCamera are available.
  38667. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38668. */
  38669. export class FollowCamera extends TargetCamera {
  38670. /**
  38671. * Distance the follow camera should follow an object at
  38672. */
  38673. radius: number;
  38674. /**
  38675. * Minimum allowed distance of the camera to the axis of rotation
  38676. * (The camera can not get closer).
  38677. * This can help limiting how the Camera is able to move in the scene.
  38678. */
  38679. lowerRadiusLimit: Nullable<number>;
  38680. /**
  38681. * Maximum allowed distance of the camera to the axis of rotation
  38682. * (The camera can not get further).
  38683. * This can help limiting how the Camera is able to move in the scene.
  38684. */
  38685. upperRadiusLimit: Nullable<number>;
  38686. /**
  38687. * Define a rotation offset between the camera and the object it follows
  38688. */
  38689. rotationOffset: number;
  38690. /**
  38691. * Minimum allowed angle to camera position relative to target object.
  38692. * This can help limiting how the Camera is able to move in the scene.
  38693. */
  38694. lowerRotationOffsetLimit: Nullable<number>;
  38695. /**
  38696. * Maximum allowed angle to camera position relative to target object.
  38697. * This can help limiting how the Camera is able to move in the scene.
  38698. */
  38699. upperRotationOffsetLimit: Nullable<number>;
  38700. /**
  38701. * Define a height offset between the camera and the object it follows.
  38702. * It can help following an object from the top (like a car chaing a plane)
  38703. */
  38704. heightOffset: number;
  38705. /**
  38706. * Minimum allowed height of camera position relative to target object.
  38707. * This can help limiting how the Camera is able to move in the scene.
  38708. */
  38709. lowerHeightOffsetLimit: Nullable<number>;
  38710. /**
  38711. * Maximum allowed height of camera position relative to target object.
  38712. * This can help limiting how the Camera is able to move in the scene.
  38713. */
  38714. upperHeightOffsetLimit: Nullable<number>;
  38715. /**
  38716. * Define how fast the camera can accelerate to follow it s target.
  38717. */
  38718. cameraAcceleration: number;
  38719. /**
  38720. * Define the speed limit of the camera following an object.
  38721. */
  38722. maxCameraSpeed: number;
  38723. /**
  38724. * Define the target of the camera.
  38725. */
  38726. lockedTarget: Nullable<AbstractMesh>;
  38727. /**
  38728. * Defines the input associated with the camera.
  38729. */
  38730. inputs: FollowCameraInputsManager;
  38731. /**
  38732. * Instantiates the follow camera.
  38733. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38734. * @param name Define the name of the camera in the scene
  38735. * @param position Define the position of the camera
  38736. * @param scene Define the scene the camera belong to
  38737. * @param lockedTarget Define the target of the camera
  38738. */
  38739. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38740. private _follow;
  38741. /**
  38742. * Attached controls to the current camera.
  38743. * @param element Defines the element the controls should be listened from
  38744. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38745. */
  38746. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38747. /**
  38748. * Detach the current controls from the camera.
  38749. * The camera will stop reacting to inputs.
  38750. * @param element Defines the element to stop listening the inputs from
  38751. */
  38752. detachControl(element: HTMLElement): void;
  38753. /** @hidden */
  38754. _checkInputs(): void;
  38755. private _checkLimits;
  38756. /**
  38757. * Gets the camera class name.
  38758. * @returns the class name
  38759. */
  38760. getClassName(): string;
  38761. }
  38762. /**
  38763. * Arc Rotate version of the follow camera.
  38764. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38765. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38766. */
  38767. export class ArcFollowCamera extends TargetCamera {
  38768. /** The longitudinal angle of the camera */
  38769. alpha: number;
  38770. /** The latitudinal angle of the camera */
  38771. beta: number;
  38772. /** The radius of the camera from its target */
  38773. radius: number;
  38774. /** Define the camera target (the messh it should follow) */
  38775. target: Nullable<AbstractMesh>;
  38776. private _cartesianCoordinates;
  38777. /**
  38778. * Instantiates a new ArcFollowCamera
  38779. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38780. * @param name Define the name of the camera
  38781. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38782. * @param beta Define the rotation angle of the camera around the elevation axis
  38783. * @param radius Define the radius of the camera from its target point
  38784. * @param target Define the target of the camera
  38785. * @param scene Define the scene the camera belongs to
  38786. */
  38787. constructor(name: string,
  38788. /** The longitudinal angle of the camera */
  38789. alpha: number,
  38790. /** The latitudinal angle of the camera */
  38791. beta: number,
  38792. /** The radius of the camera from its target */
  38793. radius: number,
  38794. /** Define the camera target (the messh it should follow) */
  38795. target: Nullable<AbstractMesh>, scene: Scene);
  38796. private _follow;
  38797. /** @hidden */
  38798. _checkInputs(): void;
  38799. /**
  38800. * Returns the class name of the object.
  38801. * It is mostly used internally for serialization purposes.
  38802. */
  38803. getClassName(): string;
  38804. }
  38805. }
  38806. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38807. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38808. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38809. import { Nullable } from "babylonjs/types";
  38810. /**
  38811. * Manage the keyboard inputs to control the movement of a follow camera.
  38812. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38813. */
  38814. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38815. /**
  38816. * Defines the camera the input is attached to.
  38817. */
  38818. camera: FollowCamera;
  38819. /**
  38820. * Defines the list of key codes associated with the up action (increase heightOffset)
  38821. */
  38822. keysHeightOffsetIncr: number[];
  38823. /**
  38824. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38825. */
  38826. keysHeightOffsetDecr: number[];
  38827. /**
  38828. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38829. */
  38830. keysHeightOffsetModifierAlt: boolean;
  38831. /**
  38832. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38833. */
  38834. keysHeightOffsetModifierCtrl: boolean;
  38835. /**
  38836. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38837. */
  38838. keysHeightOffsetModifierShift: boolean;
  38839. /**
  38840. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38841. */
  38842. keysRotationOffsetIncr: number[];
  38843. /**
  38844. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38845. */
  38846. keysRotationOffsetDecr: number[];
  38847. /**
  38848. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38849. */
  38850. keysRotationOffsetModifierAlt: boolean;
  38851. /**
  38852. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38853. */
  38854. keysRotationOffsetModifierCtrl: boolean;
  38855. /**
  38856. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38857. */
  38858. keysRotationOffsetModifierShift: boolean;
  38859. /**
  38860. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38861. */
  38862. keysRadiusIncr: number[];
  38863. /**
  38864. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38865. */
  38866. keysRadiusDecr: number[];
  38867. /**
  38868. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38869. */
  38870. keysRadiusModifierAlt: boolean;
  38871. /**
  38872. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38873. */
  38874. keysRadiusModifierCtrl: boolean;
  38875. /**
  38876. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38877. */
  38878. keysRadiusModifierShift: boolean;
  38879. /**
  38880. * Defines the rate of change of heightOffset.
  38881. */
  38882. heightSensibility: number;
  38883. /**
  38884. * Defines the rate of change of rotationOffset.
  38885. */
  38886. rotationSensibility: number;
  38887. /**
  38888. * Defines the rate of change of radius.
  38889. */
  38890. radiusSensibility: number;
  38891. private _keys;
  38892. private _ctrlPressed;
  38893. private _altPressed;
  38894. private _shiftPressed;
  38895. private _onCanvasBlurObserver;
  38896. private _onKeyboardObserver;
  38897. private _engine;
  38898. private _scene;
  38899. /**
  38900. * Attach the input controls to a specific dom element to get the input from.
  38901. * @param element Defines the element the controls should be listened from
  38902. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38903. */
  38904. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38905. /**
  38906. * Detach the current controls from the specified dom element.
  38907. * @param element Defines the element to stop listening the inputs from
  38908. */
  38909. detachControl(element: Nullable<HTMLElement>): void;
  38910. /**
  38911. * Update the current camera state depending on the inputs that have been used this frame.
  38912. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38913. */
  38914. checkInputs(): void;
  38915. /**
  38916. * Gets the class name of the current input.
  38917. * @returns the class name
  38918. */
  38919. getClassName(): string;
  38920. /**
  38921. * Get the friendly name associated with the input class.
  38922. * @returns the input friendly name
  38923. */
  38924. getSimpleName(): string;
  38925. /**
  38926. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38927. * allow modification of the heightOffset value.
  38928. */
  38929. private _modifierHeightOffset;
  38930. /**
  38931. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38932. * allow modification of the rotationOffset value.
  38933. */
  38934. private _modifierRotationOffset;
  38935. /**
  38936. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38937. * allow modification of the radius value.
  38938. */
  38939. private _modifierRadius;
  38940. }
  38941. }
  38942. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  38943. import { Nullable } from "babylonjs/types";
  38944. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38945. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  38946. import { Observable } from "babylonjs/Misc/observable";
  38947. module "babylonjs/Cameras/freeCameraInputsManager" {
  38948. interface FreeCameraInputsManager {
  38949. /**
  38950. * @hidden
  38951. */
  38952. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  38953. /**
  38954. * Add orientation input support to the input manager.
  38955. * @returns the current input manager
  38956. */
  38957. addDeviceOrientation(): FreeCameraInputsManager;
  38958. }
  38959. }
  38960. /**
  38961. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  38962. * Screen rotation is taken into account.
  38963. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38964. */
  38965. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  38966. private _camera;
  38967. private _screenOrientationAngle;
  38968. private _constantTranform;
  38969. private _screenQuaternion;
  38970. private _alpha;
  38971. private _beta;
  38972. private _gamma;
  38973. /**
  38974. * Can be used to detect if a device orientation sensor is availible on a device
  38975. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  38976. * @returns a promise that will resolve on orientation change
  38977. */
  38978. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  38979. /**
  38980. * @hidden
  38981. */
  38982. _onDeviceOrientationChangedObservable: Observable<void>;
  38983. /**
  38984. * Instantiates a new input
  38985. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38986. */
  38987. constructor();
  38988. /**
  38989. * Define the camera controlled by the input.
  38990. */
  38991. camera: FreeCamera;
  38992. /**
  38993. * Attach the input controls to a specific dom element to get the input from.
  38994. * @param element Defines the element the controls should be listened from
  38995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38996. */
  38997. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38998. private _orientationChanged;
  38999. private _deviceOrientation;
  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 intput.
  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. }
  39022. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39023. import { Nullable } from "babylonjs/types";
  39024. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39025. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39026. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39027. /**
  39028. * Manage the gamepad inputs to control a free camera.
  39029. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39030. */
  39031. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39032. /**
  39033. * Define the camera the input is attached to.
  39034. */
  39035. camera: FreeCamera;
  39036. /**
  39037. * Define the Gamepad controlling the input
  39038. */
  39039. gamepad: Nullable<Gamepad>;
  39040. /**
  39041. * Defines the gamepad rotation sensiblity.
  39042. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39043. */
  39044. gamepadAngularSensibility: number;
  39045. /**
  39046. * Defines the gamepad move sensiblity.
  39047. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39048. */
  39049. gamepadMoveSensibility: number;
  39050. private _onGamepadConnectedObserver;
  39051. private _onGamepadDisconnectedObserver;
  39052. private _cameraTransform;
  39053. private _deltaTransform;
  39054. private _vector3;
  39055. private _vector2;
  39056. /**
  39057. * Attach the input controls to a specific dom element to get the input from.
  39058. * @param element Defines the element the controls should be listened from
  39059. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39060. */
  39061. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39062. /**
  39063. * Detach the current controls from the specified dom element.
  39064. * @param element Defines the element to stop listening the inputs from
  39065. */
  39066. detachControl(element: Nullable<HTMLElement>): void;
  39067. /**
  39068. * Update the current camera state depending on the inputs that have been used this frame.
  39069. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39070. */
  39071. checkInputs(): void;
  39072. /**
  39073. * Gets the class name of the current intput.
  39074. * @returns the class name
  39075. */
  39076. getClassName(): string;
  39077. /**
  39078. * Get the friendly name associated with the input class.
  39079. * @returns the input friendly name
  39080. */
  39081. getSimpleName(): string;
  39082. }
  39083. }
  39084. declare module "babylonjs/Misc/virtualJoystick" {
  39085. import { Nullable } from "babylonjs/types";
  39086. import { Vector3 } from "babylonjs/Maths/math.vector";
  39087. /**
  39088. * Defines the potential axis of a Joystick
  39089. */
  39090. export enum JoystickAxis {
  39091. /** X axis */
  39092. X = 0,
  39093. /** Y axis */
  39094. Y = 1,
  39095. /** Z axis */
  39096. Z = 2
  39097. }
  39098. /**
  39099. * Class used to define virtual joystick (used in touch mode)
  39100. */
  39101. export class VirtualJoystick {
  39102. /**
  39103. * Gets or sets a boolean indicating that left and right values must be inverted
  39104. */
  39105. reverseLeftRight: boolean;
  39106. /**
  39107. * Gets or sets a boolean indicating that up and down values must be inverted
  39108. */
  39109. reverseUpDown: boolean;
  39110. /**
  39111. * Gets the offset value for the position (ie. the change of the position value)
  39112. */
  39113. deltaPosition: Vector3;
  39114. /**
  39115. * Gets a boolean indicating if the virtual joystick was pressed
  39116. */
  39117. pressed: boolean;
  39118. /**
  39119. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39120. */
  39121. static Canvas: Nullable<HTMLCanvasElement>;
  39122. private static _globalJoystickIndex;
  39123. private static vjCanvasContext;
  39124. private static vjCanvasWidth;
  39125. private static vjCanvasHeight;
  39126. private static halfWidth;
  39127. private _action;
  39128. private _axisTargetedByLeftAndRight;
  39129. private _axisTargetedByUpAndDown;
  39130. private _joystickSensibility;
  39131. private _inversedSensibility;
  39132. private _joystickPointerID;
  39133. private _joystickColor;
  39134. private _joystickPointerPos;
  39135. private _joystickPreviousPointerPos;
  39136. private _joystickPointerStartPos;
  39137. private _deltaJoystickVector;
  39138. private _leftJoystick;
  39139. private _touches;
  39140. private _onPointerDownHandlerRef;
  39141. private _onPointerMoveHandlerRef;
  39142. private _onPointerUpHandlerRef;
  39143. private _onResize;
  39144. /**
  39145. * Creates a new virtual joystick
  39146. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39147. */
  39148. constructor(leftJoystick?: boolean);
  39149. /**
  39150. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39151. * @param newJoystickSensibility defines the new sensibility
  39152. */
  39153. setJoystickSensibility(newJoystickSensibility: number): void;
  39154. private _onPointerDown;
  39155. private _onPointerMove;
  39156. private _onPointerUp;
  39157. /**
  39158. * Change the color of the virtual joystick
  39159. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39160. */
  39161. setJoystickColor(newColor: string): void;
  39162. /**
  39163. * Defines a callback to call when the joystick is touched
  39164. * @param action defines the callback
  39165. */
  39166. setActionOnTouch(action: () => any): void;
  39167. /**
  39168. * Defines which axis you'd like to control for left & right
  39169. * @param axis defines the axis to use
  39170. */
  39171. setAxisForLeftRight(axis: JoystickAxis): void;
  39172. /**
  39173. * Defines which axis you'd like to control for up & down
  39174. * @param axis defines the axis to use
  39175. */
  39176. setAxisForUpDown(axis: JoystickAxis): void;
  39177. private _drawVirtualJoystick;
  39178. /**
  39179. * Release internal HTML canvas
  39180. */
  39181. releaseCanvas(): void;
  39182. }
  39183. }
  39184. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39185. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39186. import { Nullable } from "babylonjs/types";
  39187. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39188. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39189. module "babylonjs/Cameras/freeCameraInputsManager" {
  39190. interface FreeCameraInputsManager {
  39191. /**
  39192. * Add virtual joystick input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addVirtualJoystick(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39201. */
  39202. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39203. /**
  39204. * Defines the camera the input is attached to.
  39205. */
  39206. camera: FreeCamera;
  39207. private _leftjoystick;
  39208. private _rightjoystick;
  39209. /**
  39210. * Gets the left stick of the virtual joystick.
  39211. * @returns The virtual Joystick
  39212. */
  39213. getLeftJoystick(): VirtualJoystick;
  39214. /**
  39215. * Gets the right stick of the virtual joystick.
  39216. * @returns The virtual Joystick
  39217. */
  39218. getRightJoystick(): VirtualJoystick;
  39219. /**
  39220. * Update the current camera state depending on the inputs that have been used this frame.
  39221. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39222. */
  39223. checkInputs(): void;
  39224. /**
  39225. * Attach the input controls to a specific dom element to get the input from.
  39226. * @param element Defines the element the controls should be listened from
  39227. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39228. */
  39229. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39230. /**
  39231. * Detach the current controls from the specified dom element.
  39232. * @param element Defines the element to stop listening the inputs from
  39233. */
  39234. detachControl(element: Nullable<HTMLElement>): void;
  39235. /**
  39236. * Gets the class name of the current intput.
  39237. * @returns the class name
  39238. */
  39239. getClassName(): string;
  39240. /**
  39241. * Get the friendly name associated with the input class.
  39242. * @returns the input friendly name
  39243. */
  39244. getSimpleName(): string;
  39245. }
  39246. }
  39247. declare module "babylonjs/Cameras/Inputs/index" {
  39248. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39249. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39250. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39251. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39252. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39253. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39254. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39255. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39256. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39257. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39258. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39259. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39260. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39261. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39262. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39263. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39264. }
  39265. declare module "babylonjs/Cameras/touchCamera" {
  39266. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39267. import { Scene } from "babylonjs/scene";
  39268. import { Vector3 } from "babylonjs/Maths/math.vector";
  39269. /**
  39270. * This represents a FPS type of camera controlled by touch.
  39271. * This is like a universal camera minus the Gamepad controls.
  39272. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39273. */
  39274. export class TouchCamera extends FreeCamera {
  39275. /**
  39276. * Defines the touch sensibility for rotation.
  39277. * The higher the faster.
  39278. */
  39279. touchAngularSensibility: number;
  39280. /**
  39281. * Defines the touch sensibility for move.
  39282. * The higher the faster.
  39283. */
  39284. touchMoveSensibility: number;
  39285. /**
  39286. * Instantiates a new touch camera.
  39287. * This represents a FPS type of camera controlled by touch.
  39288. * This is like a universal camera minus the Gamepad controls.
  39289. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39290. * @param name Define the name of the camera in the scene
  39291. * @param position Define the start position of the camera in the scene
  39292. * @param scene Define the scene the camera belongs to
  39293. */
  39294. constructor(name: string, position: Vector3, scene: Scene);
  39295. /**
  39296. * Gets the current object class name.
  39297. * @return the class name
  39298. */
  39299. getClassName(): string;
  39300. /** @hidden */
  39301. _setupInputs(): void;
  39302. }
  39303. }
  39304. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39305. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39306. import { Scene } from "babylonjs/scene";
  39307. import { Vector3 } from "babylonjs/Maths/math.vector";
  39308. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39309. import { Axis } from "babylonjs/Maths/math.axis";
  39310. /**
  39311. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39312. * being tilted forward or back and left or right.
  39313. */
  39314. export class DeviceOrientationCamera extends FreeCamera {
  39315. private _initialQuaternion;
  39316. private _quaternionCache;
  39317. private _tmpDragQuaternion;
  39318. /**
  39319. * Creates a new device orientation camera
  39320. * @param name The name of the camera
  39321. * @param position The start position camera
  39322. * @param scene The scene the camera belongs to
  39323. */
  39324. constructor(name: string, position: Vector3, scene: Scene);
  39325. /**
  39326. * @hidden
  39327. * Disabled pointer input on first orientation sensor update (Default: true)
  39328. */
  39329. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39330. private _dragFactor;
  39331. /**
  39332. * Enabled turning on the y axis when the orientation sensor is active
  39333. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39334. */
  39335. enableHorizontalDragging(dragFactor?: number): void;
  39336. /**
  39337. * Gets the current instance class name ("DeviceOrientationCamera").
  39338. * This helps avoiding instanceof at run time.
  39339. * @returns the class name
  39340. */
  39341. getClassName(): string;
  39342. /**
  39343. * @hidden
  39344. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39345. */
  39346. _checkInputs(): void;
  39347. /**
  39348. * Reset the camera to its default orientation on the specified axis only.
  39349. * @param axis The axis to reset
  39350. */
  39351. resetToCurrentRotation(axis?: Axis): void;
  39352. }
  39353. }
  39354. declare module "babylonjs/Gamepads/xboxGamepad" {
  39355. import { Observable } from "babylonjs/Misc/observable";
  39356. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39357. /**
  39358. * Defines supported buttons for XBox360 compatible gamepads
  39359. */
  39360. export enum Xbox360Button {
  39361. /** A */
  39362. A = 0,
  39363. /** B */
  39364. B = 1,
  39365. /** X */
  39366. X = 2,
  39367. /** Y */
  39368. Y = 3,
  39369. /** Start */
  39370. Start = 4,
  39371. /** Back */
  39372. Back = 5,
  39373. /** Left button */
  39374. LB = 6,
  39375. /** Right button */
  39376. RB = 7,
  39377. /** Left stick */
  39378. LeftStick = 8,
  39379. /** Right stick */
  39380. RightStick = 9
  39381. }
  39382. /** Defines values for XBox360 DPad */
  39383. export enum Xbox360Dpad {
  39384. /** Up */
  39385. Up = 0,
  39386. /** Down */
  39387. Down = 1,
  39388. /** Left */
  39389. Left = 2,
  39390. /** Right */
  39391. Right = 3
  39392. }
  39393. /**
  39394. * Defines a XBox360 gamepad
  39395. */
  39396. export class Xbox360Pad extends Gamepad {
  39397. private _leftTrigger;
  39398. private _rightTrigger;
  39399. private _onlefttriggerchanged;
  39400. private _onrighttriggerchanged;
  39401. private _onbuttondown;
  39402. private _onbuttonup;
  39403. private _ondpaddown;
  39404. private _ondpadup;
  39405. /** Observable raised when a button is pressed */
  39406. onButtonDownObservable: Observable<Xbox360Button>;
  39407. /** Observable raised when a button is released */
  39408. onButtonUpObservable: Observable<Xbox360Button>;
  39409. /** Observable raised when a pad is pressed */
  39410. onPadDownObservable: Observable<Xbox360Dpad>;
  39411. /** Observable raised when a pad is released */
  39412. onPadUpObservable: Observable<Xbox360Dpad>;
  39413. private _buttonA;
  39414. private _buttonB;
  39415. private _buttonX;
  39416. private _buttonY;
  39417. private _buttonBack;
  39418. private _buttonStart;
  39419. private _buttonLB;
  39420. private _buttonRB;
  39421. private _buttonLeftStick;
  39422. private _buttonRightStick;
  39423. private _dPadUp;
  39424. private _dPadDown;
  39425. private _dPadLeft;
  39426. private _dPadRight;
  39427. private _isXboxOnePad;
  39428. /**
  39429. * Creates a new XBox360 gamepad object
  39430. * @param id defines the id of this gamepad
  39431. * @param index defines its index
  39432. * @param gamepad defines the internal HTML gamepad object
  39433. * @param xboxOne defines if it is a XBox One gamepad
  39434. */
  39435. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39436. /**
  39437. * Defines the callback to call when left trigger is pressed
  39438. * @param callback defines the callback to use
  39439. */
  39440. onlefttriggerchanged(callback: (value: number) => void): void;
  39441. /**
  39442. * Defines the callback to call when right trigger is pressed
  39443. * @param callback defines the callback to use
  39444. */
  39445. onrighttriggerchanged(callback: (value: number) => void): void;
  39446. /**
  39447. * Gets the left trigger value
  39448. */
  39449. /**
  39450. * Sets the left trigger value
  39451. */
  39452. leftTrigger: number;
  39453. /**
  39454. * Gets the right trigger value
  39455. */
  39456. /**
  39457. * Sets the right trigger value
  39458. */
  39459. rightTrigger: number;
  39460. /**
  39461. * Defines the callback to call when a button is pressed
  39462. * @param callback defines the callback to use
  39463. */
  39464. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39465. /**
  39466. * Defines the callback to call when a button is released
  39467. * @param callback defines the callback to use
  39468. */
  39469. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39470. /**
  39471. * Defines the callback to call when a pad is pressed
  39472. * @param callback defines the callback to use
  39473. */
  39474. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39475. /**
  39476. * Defines the callback to call when a pad is released
  39477. * @param callback defines the callback to use
  39478. */
  39479. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39480. private _setButtonValue;
  39481. private _setDPadValue;
  39482. /**
  39483. * Gets the value of the `A` button
  39484. */
  39485. /**
  39486. * Sets the value of the `A` button
  39487. */
  39488. buttonA: number;
  39489. /**
  39490. * Gets the value of the `B` button
  39491. */
  39492. /**
  39493. * Sets the value of the `B` button
  39494. */
  39495. buttonB: number;
  39496. /**
  39497. * Gets the value of the `X` button
  39498. */
  39499. /**
  39500. * Sets the value of the `X` button
  39501. */
  39502. buttonX: number;
  39503. /**
  39504. * Gets the value of the `Y` button
  39505. */
  39506. /**
  39507. * Sets the value of the `Y` button
  39508. */
  39509. buttonY: number;
  39510. /**
  39511. * Gets the value of the `Start` button
  39512. */
  39513. /**
  39514. * Sets the value of the `Start` button
  39515. */
  39516. buttonStart: number;
  39517. /**
  39518. * Gets the value of the `Back` button
  39519. */
  39520. /**
  39521. * Sets the value of the `Back` button
  39522. */
  39523. buttonBack: number;
  39524. /**
  39525. * Gets the value of the `Left` button
  39526. */
  39527. /**
  39528. * Sets the value of the `Left` button
  39529. */
  39530. buttonLB: number;
  39531. /**
  39532. * Gets the value of the `Right` button
  39533. */
  39534. /**
  39535. * Sets the value of the `Right` button
  39536. */
  39537. buttonRB: number;
  39538. /**
  39539. * Gets the value of the Left joystick
  39540. */
  39541. /**
  39542. * Sets the value of the Left joystick
  39543. */
  39544. buttonLeftStick: number;
  39545. /**
  39546. * Gets the value of the Right joystick
  39547. */
  39548. /**
  39549. * Sets the value of the Right joystick
  39550. */
  39551. buttonRightStick: number;
  39552. /**
  39553. * Gets the value of D-pad up
  39554. */
  39555. /**
  39556. * Sets the value of D-pad up
  39557. */
  39558. dPadUp: number;
  39559. /**
  39560. * Gets the value of D-pad down
  39561. */
  39562. /**
  39563. * Sets the value of D-pad down
  39564. */
  39565. dPadDown: number;
  39566. /**
  39567. * Gets the value of D-pad left
  39568. */
  39569. /**
  39570. * Sets the value of D-pad left
  39571. */
  39572. dPadLeft: number;
  39573. /**
  39574. * Gets the value of D-pad right
  39575. */
  39576. /**
  39577. * Sets the value of D-pad right
  39578. */
  39579. dPadRight: number;
  39580. /**
  39581. * Force the gamepad to synchronize with device values
  39582. */
  39583. update(): void;
  39584. /**
  39585. * Disposes the gamepad
  39586. */
  39587. dispose(): void;
  39588. }
  39589. }
  39590. declare module "babylonjs/Gamepads/gamepadManager" {
  39591. import { Observable } from "babylonjs/Misc/observable";
  39592. import { Nullable } from "babylonjs/types";
  39593. import { Scene } from "babylonjs/scene";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Manager for handling gamepads
  39597. */
  39598. export class GamepadManager {
  39599. private _scene?;
  39600. private _babylonGamepads;
  39601. private _oneGamepadConnected;
  39602. /** @hidden */
  39603. _isMonitoring: boolean;
  39604. private _gamepadEventSupported;
  39605. private _gamepadSupport;
  39606. /**
  39607. * observable to be triggered when the gamepad controller has been connected
  39608. */
  39609. onGamepadConnectedObservable: Observable<Gamepad>;
  39610. /**
  39611. * observable to be triggered when the gamepad controller has been disconnected
  39612. */
  39613. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39614. private _onGamepadConnectedEvent;
  39615. private _onGamepadDisconnectedEvent;
  39616. /**
  39617. * Initializes the gamepad manager
  39618. * @param _scene BabylonJS scene
  39619. */
  39620. constructor(_scene?: Scene | undefined);
  39621. /**
  39622. * The gamepads in the game pad manager
  39623. */
  39624. readonly gamepads: Gamepad[];
  39625. /**
  39626. * Get the gamepad controllers based on type
  39627. * @param type The type of gamepad controller
  39628. * @returns Nullable gamepad
  39629. */
  39630. getGamepadByType(type?: number): Nullable<Gamepad>;
  39631. /**
  39632. * Disposes the gamepad manager
  39633. */
  39634. dispose(): void;
  39635. private _addNewGamepad;
  39636. private _startMonitoringGamepads;
  39637. private _stopMonitoringGamepads;
  39638. /** @hidden */
  39639. _checkGamepadsStatus(): void;
  39640. private _updateGamepadObjects;
  39641. }
  39642. }
  39643. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39644. import { Nullable } from "babylonjs/types";
  39645. import { Scene } from "babylonjs/scene";
  39646. import { ISceneComponent } from "babylonjs/sceneComponent";
  39647. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39648. module "babylonjs/scene" {
  39649. interface Scene {
  39650. /** @hidden */
  39651. _gamepadManager: Nullable<GamepadManager>;
  39652. /**
  39653. * Gets the gamepad manager associated with the scene
  39654. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39655. */
  39656. gamepadManager: GamepadManager;
  39657. }
  39658. }
  39659. module "babylonjs/Cameras/freeCameraInputsManager" {
  39660. /**
  39661. * Interface representing a free camera inputs manager
  39662. */
  39663. interface FreeCameraInputsManager {
  39664. /**
  39665. * Adds gamepad input support to the FreeCameraInputsManager.
  39666. * @returns the FreeCameraInputsManager
  39667. */
  39668. addGamepad(): FreeCameraInputsManager;
  39669. }
  39670. }
  39671. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39672. /**
  39673. * Interface representing an arc rotate camera inputs manager
  39674. */
  39675. interface ArcRotateCameraInputsManager {
  39676. /**
  39677. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39678. * @returns the camera inputs manager
  39679. */
  39680. addGamepad(): ArcRotateCameraInputsManager;
  39681. }
  39682. }
  39683. /**
  39684. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39685. */
  39686. export class GamepadSystemSceneComponent implements ISceneComponent {
  39687. /**
  39688. * The component name helpfull to identify the component in the list of scene components.
  39689. */
  39690. readonly name: string;
  39691. /**
  39692. * The scene the component belongs to.
  39693. */
  39694. scene: Scene;
  39695. /**
  39696. * Creates a new instance of the component for the given scene
  39697. * @param scene Defines the scene to register the component in
  39698. */
  39699. constructor(scene: Scene);
  39700. /**
  39701. * Registers the component in a given scene
  39702. */
  39703. register(): void;
  39704. /**
  39705. * Rebuilds the elements related to this component in case of
  39706. * context lost for instance.
  39707. */
  39708. rebuild(): void;
  39709. /**
  39710. * Disposes the component and the associated ressources
  39711. */
  39712. dispose(): void;
  39713. private _beforeCameraUpdate;
  39714. }
  39715. }
  39716. declare module "babylonjs/Cameras/universalCamera" {
  39717. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39718. import { Scene } from "babylonjs/scene";
  39719. import { Vector3 } from "babylonjs/Maths/math.vector";
  39720. import "babylonjs/Gamepads/gamepadSceneComponent";
  39721. /**
  39722. * 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,
  39723. * which still works and will still be found in many Playgrounds.
  39724. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39725. */
  39726. export class UniversalCamera extends TouchCamera {
  39727. /**
  39728. * Defines the gamepad rotation sensiblity.
  39729. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39730. */
  39731. gamepadAngularSensibility: number;
  39732. /**
  39733. * Defines the gamepad move sensiblity.
  39734. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39735. */
  39736. gamepadMoveSensibility: number;
  39737. /**
  39738. * 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,
  39739. * which still works and will still be found in many Playgrounds.
  39740. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39741. * @param name Define the name of the camera in the scene
  39742. * @param position Define the start position of the camera in the scene
  39743. * @param scene Define the scene the camera belongs to
  39744. */
  39745. constructor(name: string, position: Vector3, scene: Scene);
  39746. /**
  39747. * Gets the current object class name.
  39748. * @return the class name
  39749. */
  39750. getClassName(): string;
  39751. }
  39752. }
  39753. declare module "babylonjs/Cameras/gamepadCamera" {
  39754. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39755. import { Scene } from "babylonjs/scene";
  39756. import { Vector3 } from "babylonjs/Maths/math.vector";
  39757. /**
  39758. * This represents a FPS type of camera. This is only here for back compat purpose.
  39759. * Please use the UniversalCamera instead as both are identical.
  39760. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39761. */
  39762. export class GamepadCamera extends UniversalCamera {
  39763. /**
  39764. * Instantiates a new Gamepad Camera
  39765. * This represents a FPS type of camera. This is only here for back compat purpose.
  39766. * Please use the UniversalCamera instead as both are identical.
  39767. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39768. * @param name Define the name of the camera in the scene
  39769. * @param position Define the start position of the camera in the scene
  39770. * @param scene Define the scene the camera belongs to
  39771. */
  39772. constructor(name: string, position: Vector3, scene: Scene);
  39773. /**
  39774. * Gets the current object class name.
  39775. * @return the class name
  39776. */
  39777. getClassName(): string;
  39778. }
  39779. }
  39780. declare module "babylonjs/Shaders/pass.fragment" {
  39781. /** @hidden */
  39782. export var passPixelShader: {
  39783. name: string;
  39784. shader: string;
  39785. };
  39786. }
  39787. declare module "babylonjs/Shaders/passCube.fragment" {
  39788. /** @hidden */
  39789. export var passCubePixelShader: {
  39790. name: string;
  39791. shader: string;
  39792. };
  39793. }
  39794. declare module "babylonjs/PostProcesses/passPostProcess" {
  39795. import { Nullable } from "babylonjs/types";
  39796. import { Camera } from "babylonjs/Cameras/camera";
  39797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39798. import { Engine } from "babylonjs/Engines/engine";
  39799. import "babylonjs/Shaders/pass.fragment";
  39800. import "babylonjs/Shaders/passCube.fragment";
  39801. /**
  39802. * PassPostProcess which produces an output the same as it's input
  39803. */
  39804. export class PassPostProcess extends PostProcess {
  39805. /**
  39806. * Creates the PassPostProcess
  39807. * @param name The name of the effect.
  39808. * @param options The required width/height ratio to downsize to before computing the render pass.
  39809. * @param camera The camera to apply the render pass to.
  39810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39811. * @param engine The engine which the post process will be applied. (default: current engine)
  39812. * @param reusable If the post process can be reused on the same frame. (default: false)
  39813. * @param textureType The type of texture to be used when performing the post processing.
  39814. * @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)
  39815. */
  39816. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39817. }
  39818. /**
  39819. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39820. */
  39821. export class PassCubePostProcess extends PostProcess {
  39822. private _face;
  39823. /**
  39824. * Gets or sets the cube face to display.
  39825. * * 0 is +X
  39826. * * 1 is -X
  39827. * * 2 is +Y
  39828. * * 3 is -Y
  39829. * * 4 is +Z
  39830. * * 5 is -Z
  39831. */
  39832. face: number;
  39833. /**
  39834. * Creates the PassCubePostProcess
  39835. * @param name The name of the effect.
  39836. * @param options The required width/height ratio to downsize to before computing the render pass.
  39837. * @param camera The camera to apply the render pass to.
  39838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39839. * @param engine The engine which the post process will be applied. (default: current engine)
  39840. * @param reusable If the post process can be reused on the same frame. (default: false)
  39841. * @param textureType The type of texture to be used when performing the post processing.
  39842. * @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)
  39843. */
  39844. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39845. }
  39846. }
  39847. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39848. /** @hidden */
  39849. export var anaglyphPixelShader: {
  39850. name: string;
  39851. shader: string;
  39852. };
  39853. }
  39854. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39855. import { Engine } from "babylonjs/Engines/engine";
  39856. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39857. import { Camera } from "babylonjs/Cameras/camera";
  39858. import "babylonjs/Shaders/anaglyph.fragment";
  39859. /**
  39860. * Postprocess used to generate anaglyphic rendering
  39861. */
  39862. export class AnaglyphPostProcess extends PostProcess {
  39863. private _passedProcess;
  39864. /**
  39865. * Creates a new AnaglyphPostProcess
  39866. * @param name defines postprocess name
  39867. * @param options defines creation options or target ratio scale
  39868. * @param rigCameras defines cameras using this postprocess
  39869. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39870. * @param engine defines hosting engine
  39871. * @param reusable defines if the postprocess will be reused multiple times per frame
  39872. */
  39873. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39874. }
  39875. }
  39876. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39877. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39878. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39879. import { Scene } from "babylonjs/scene";
  39880. import { Vector3 } from "babylonjs/Maths/math.vector";
  39881. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39882. /**
  39883. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39884. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39885. */
  39886. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39887. /**
  39888. * Creates a new AnaglyphArcRotateCamera
  39889. * @param name defines camera name
  39890. * @param alpha defines alpha angle (in radians)
  39891. * @param beta defines beta angle (in radians)
  39892. * @param radius defines radius
  39893. * @param target defines camera target
  39894. * @param interaxialDistance defines distance between each color axis
  39895. * @param scene defines the hosting scene
  39896. */
  39897. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39898. /**
  39899. * Gets camera class name
  39900. * @returns AnaglyphArcRotateCamera
  39901. */
  39902. getClassName(): string;
  39903. }
  39904. }
  39905. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39907. import { Scene } from "babylonjs/scene";
  39908. import { Vector3 } from "babylonjs/Maths/math.vector";
  39909. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39910. /**
  39911. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39912. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39913. */
  39914. export class AnaglyphFreeCamera extends FreeCamera {
  39915. /**
  39916. * Creates a new AnaglyphFreeCamera
  39917. * @param name defines camera name
  39918. * @param position defines initial position
  39919. * @param interaxialDistance defines distance between each color axis
  39920. * @param scene defines the hosting scene
  39921. */
  39922. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39923. /**
  39924. * Gets camera class name
  39925. * @returns AnaglyphFreeCamera
  39926. */
  39927. getClassName(): string;
  39928. }
  39929. }
  39930. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39931. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39932. import { Scene } from "babylonjs/scene";
  39933. import { Vector3 } from "babylonjs/Maths/math.vector";
  39934. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39935. /**
  39936. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39937. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39938. */
  39939. export class AnaglyphGamepadCamera extends GamepadCamera {
  39940. /**
  39941. * Creates a new AnaglyphGamepadCamera
  39942. * @param name defines camera name
  39943. * @param position defines initial position
  39944. * @param interaxialDistance defines distance between each color axis
  39945. * @param scene defines the hosting scene
  39946. */
  39947. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39948. /**
  39949. * Gets camera class name
  39950. * @returns AnaglyphGamepadCamera
  39951. */
  39952. getClassName(): string;
  39953. }
  39954. }
  39955. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  39956. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39957. import { Scene } from "babylonjs/scene";
  39958. import { Vector3 } from "babylonjs/Maths/math.vector";
  39959. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39960. /**
  39961. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  39962. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39963. */
  39964. export class AnaglyphUniversalCamera extends UniversalCamera {
  39965. /**
  39966. * Creates a new AnaglyphUniversalCamera
  39967. * @param name defines camera name
  39968. * @param position defines initial position
  39969. * @param interaxialDistance defines distance between each color axis
  39970. * @param scene defines the hosting scene
  39971. */
  39972. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39973. /**
  39974. * Gets camera class name
  39975. * @returns AnaglyphUniversalCamera
  39976. */
  39977. getClassName(): string;
  39978. }
  39979. }
  39980. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  39981. /** @hidden */
  39982. export var stereoscopicInterlacePixelShader: {
  39983. name: string;
  39984. shader: string;
  39985. };
  39986. }
  39987. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  39988. import { Camera } from "babylonjs/Cameras/camera";
  39989. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  39990. import { Engine } from "babylonjs/Engines/engine";
  39991. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  39992. /**
  39993. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  39994. */
  39995. export class StereoscopicInterlacePostProcess extends PostProcess {
  39996. private _stepSize;
  39997. private _passedProcess;
  39998. /**
  39999. * Initializes a StereoscopicInterlacePostProcess
  40000. * @param name The name of the effect.
  40001. * @param rigCameras The rig cameras to be appled to the post process
  40002. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40003. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40004. * @param engine The engine which the post process will be applied. (default: current engine)
  40005. * @param reusable If the post process can be reused on the same frame. (default: false)
  40006. */
  40007. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40008. }
  40009. }
  40010. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40011. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40012. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40013. import { Scene } from "babylonjs/scene";
  40014. import { Vector3 } from "babylonjs/Maths/math.vector";
  40015. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40016. /**
  40017. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40018. * @see http://doc.babylonjs.com/features/cameras
  40019. */
  40020. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40021. /**
  40022. * Creates a new StereoscopicArcRotateCamera
  40023. * @param name defines camera name
  40024. * @param alpha defines alpha angle (in radians)
  40025. * @param beta defines beta angle (in radians)
  40026. * @param radius defines radius
  40027. * @param target defines camera target
  40028. * @param interaxialDistance defines distance between each color axis
  40029. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40030. * @param scene defines the hosting scene
  40031. */
  40032. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40033. /**
  40034. * Gets camera class name
  40035. * @returns StereoscopicArcRotateCamera
  40036. */
  40037. getClassName(): string;
  40038. }
  40039. }
  40040. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40041. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40042. import { Scene } from "babylonjs/scene";
  40043. import { Vector3 } from "babylonjs/Maths/math.vector";
  40044. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40045. /**
  40046. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40047. * @see http://doc.babylonjs.com/features/cameras
  40048. */
  40049. export class StereoscopicFreeCamera extends FreeCamera {
  40050. /**
  40051. * Creates a new StereoscopicFreeCamera
  40052. * @param name defines camera name
  40053. * @param position defines initial position
  40054. * @param interaxialDistance defines distance between each color axis
  40055. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40056. * @param scene defines the hosting scene
  40057. */
  40058. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40059. /**
  40060. * Gets camera class name
  40061. * @returns StereoscopicFreeCamera
  40062. */
  40063. getClassName(): string;
  40064. }
  40065. }
  40066. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40067. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40068. import { Scene } from "babylonjs/scene";
  40069. import { Vector3 } from "babylonjs/Maths/math.vector";
  40070. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40071. /**
  40072. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40073. * @see http://doc.babylonjs.com/features/cameras
  40074. */
  40075. export class StereoscopicGamepadCamera extends GamepadCamera {
  40076. /**
  40077. * Creates a new StereoscopicGamepadCamera
  40078. * @param name defines camera name
  40079. * @param position defines initial position
  40080. * @param interaxialDistance defines distance between each color axis
  40081. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40082. * @param scene defines the hosting scene
  40083. */
  40084. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40085. /**
  40086. * Gets camera class name
  40087. * @returns StereoscopicGamepadCamera
  40088. */
  40089. getClassName(): string;
  40090. }
  40091. }
  40092. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40093. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40094. import { Scene } from "babylonjs/scene";
  40095. import { Vector3 } from "babylonjs/Maths/math.vector";
  40096. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40097. /**
  40098. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40099. * @see http://doc.babylonjs.com/features/cameras
  40100. */
  40101. export class StereoscopicUniversalCamera extends UniversalCamera {
  40102. /**
  40103. * Creates a new StereoscopicUniversalCamera
  40104. * @param name defines camera name
  40105. * @param position defines initial position
  40106. * @param interaxialDistance defines distance between each color axis
  40107. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40108. * @param scene defines the hosting scene
  40109. */
  40110. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40111. /**
  40112. * Gets camera class name
  40113. * @returns StereoscopicUniversalCamera
  40114. */
  40115. getClassName(): string;
  40116. }
  40117. }
  40118. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40119. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40120. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40121. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40122. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40123. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40124. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40125. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40126. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40127. }
  40128. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40130. import { Scene } from "babylonjs/scene";
  40131. import { Vector3 } from "babylonjs/Maths/math.vector";
  40132. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40133. /**
  40134. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40135. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40136. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40137. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40138. */
  40139. export class VirtualJoysticksCamera extends FreeCamera {
  40140. /**
  40141. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40142. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40143. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40144. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40145. * @param name Define the name of the camera in the scene
  40146. * @param position Define the start position of the camera in the scene
  40147. * @param scene Define the scene the camera belongs to
  40148. */
  40149. constructor(name: string, position: Vector3, scene: Scene);
  40150. /**
  40151. * Gets the current object class name.
  40152. * @return the class name
  40153. */
  40154. getClassName(): string;
  40155. }
  40156. }
  40157. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40158. import { Matrix } from "babylonjs/Maths/math.vector";
  40159. /**
  40160. * This represents all the required metrics to create a VR camera.
  40161. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40162. */
  40163. export class VRCameraMetrics {
  40164. /**
  40165. * Define the horizontal resolution off the screen.
  40166. */
  40167. hResolution: number;
  40168. /**
  40169. * Define the vertical resolution off the screen.
  40170. */
  40171. vResolution: number;
  40172. /**
  40173. * Define the horizontal screen size.
  40174. */
  40175. hScreenSize: number;
  40176. /**
  40177. * Define the vertical screen size.
  40178. */
  40179. vScreenSize: number;
  40180. /**
  40181. * Define the vertical screen center position.
  40182. */
  40183. vScreenCenter: number;
  40184. /**
  40185. * Define the distance of the eyes to the screen.
  40186. */
  40187. eyeToScreenDistance: number;
  40188. /**
  40189. * Define the distance between both lenses
  40190. */
  40191. lensSeparationDistance: number;
  40192. /**
  40193. * Define the distance between both viewer's eyes.
  40194. */
  40195. interpupillaryDistance: number;
  40196. /**
  40197. * Define the distortion factor of the VR postprocess.
  40198. * Please, touch with care.
  40199. */
  40200. distortionK: number[];
  40201. /**
  40202. * Define the chromatic aberration correction factors for the VR post process.
  40203. */
  40204. chromaAbCorrection: number[];
  40205. /**
  40206. * Define the scale factor of the post process.
  40207. * The smaller the better but the slower.
  40208. */
  40209. postProcessScaleFactor: number;
  40210. /**
  40211. * Define an offset for the lens center.
  40212. */
  40213. lensCenterOffset: number;
  40214. /**
  40215. * Define if the current vr camera should compensate the distortion of the lense or not.
  40216. */
  40217. compensateDistortion: boolean;
  40218. /**
  40219. * Defines if multiview should be enabled when rendering (Default: false)
  40220. */
  40221. multiviewEnabled: boolean;
  40222. /**
  40223. * Gets the rendering aspect ratio based on the provided resolutions.
  40224. */
  40225. readonly aspectRatio: number;
  40226. /**
  40227. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40228. */
  40229. readonly aspectRatioFov: number;
  40230. /**
  40231. * @hidden
  40232. */
  40233. readonly leftHMatrix: Matrix;
  40234. /**
  40235. * @hidden
  40236. */
  40237. readonly rightHMatrix: Matrix;
  40238. /**
  40239. * @hidden
  40240. */
  40241. readonly leftPreViewMatrix: Matrix;
  40242. /**
  40243. * @hidden
  40244. */
  40245. readonly rightPreViewMatrix: Matrix;
  40246. /**
  40247. * Get the default VRMetrics based on the most generic setup.
  40248. * @returns the default vr metrics
  40249. */
  40250. static GetDefault(): VRCameraMetrics;
  40251. }
  40252. }
  40253. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40254. /** @hidden */
  40255. export var vrDistortionCorrectionPixelShader: {
  40256. name: string;
  40257. shader: string;
  40258. };
  40259. }
  40260. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40261. import { Camera } from "babylonjs/Cameras/camera";
  40262. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40263. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40264. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40265. /**
  40266. * VRDistortionCorrectionPostProcess used for mobile VR
  40267. */
  40268. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40269. private _isRightEye;
  40270. private _distortionFactors;
  40271. private _postProcessScaleFactor;
  40272. private _lensCenterOffset;
  40273. private _scaleIn;
  40274. private _scaleFactor;
  40275. private _lensCenter;
  40276. /**
  40277. * Initializes the VRDistortionCorrectionPostProcess
  40278. * @param name The name of the effect.
  40279. * @param camera The camera to apply the render pass to.
  40280. * @param isRightEye If this is for the right eye distortion
  40281. * @param vrMetrics All the required metrics for the VR camera
  40282. */
  40283. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40284. }
  40285. }
  40286. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40287. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40288. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40289. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40290. import { Scene } from "babylonjs/scene";
  40291. import { Vector3 } from "babylonjs/Maths/math.vector";
  40292. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40293. import "babylonjs/Cameras/RigModes/vrRigMode";
  40294. /**
  40295. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40296. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40297. */
  40298. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40299. /**
  40300. * Creates a new VRDeviceOrientationArcRotateCamera
  40301. * @param name defines camera name
  40302. * @param alpha defines the camera rotation along the logitudinal axis
  40303. * @param beta defines the camera rotation along the latitudinal axis
  40304. * @param radius defines the camera distance from its target
  40305. * @param target defines the camera target
  40306. * @param scene defines the scene the camera belongs to
  40307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40309. */
  40310. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40311. /**
  40312. * Gets camera class name
  40313. * @returns VRDeviceOrientationArcRotateCamera
  40314. */
  40315. getClassName(): string;
  40316. }
  40317. }
  40318. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40319. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40320. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40321. import { Scene } from "babylonjs/scene";
  40322. import { Vector3 } from "babylonjs/Maths/math.vector";
  40323. import "babylonjs/Cameras/RigModes/vrRigMode";
  40324. /**
  40325. * Camera used to simulate VR rendering (based on FreeCamera)
  40326. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40327. */
  40328. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40329. /**
  40330. * Creates a new VRDeviceOrientationFreeCamera
  40331. * @param name defines camera name
  40332. * @param position defines the start position of the camera
  40333. * @param scene defines the scene the camera belongs to
  40334. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40335. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40336. */
  40337. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40338. /**
  40339. * Gets camera class name
  40340. * @returns VRDeviceOrientationFreeCamera
  40341. */
  40342. getClassName(): string;
  40343. }
  40344. }
  40345. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40346. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40347. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40348. import { Scene } from "babylonjs/scene";
  40349. import { Vector3 } from "babylonjs/Maths/math.vector";
  40350. import "babylonjs/Gamepads/gamepadSceneComponent";
  40351. /**
  40352. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40353. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40354. */
  40355. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40356. /**
  40357. * Creates a new VRDeviceOrientationGamepadCamera
  40358. * @param name defines camera name
  40359. * @param position defines the start position of the camera
  40360. * @param scene defines the scene the camera belongs to
  40361. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40362. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40363. */
  40364. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40365. /**
  40366. * Gets camera class name
  40367. * @returns VRDeviceOrientationGamepadCamera
  40368. */
  40369. getClassName(): string;
  40370. }
  40371. }
  40372. declare module "babylonjs/Materials/pushMaterial" {
  40373. import { Nullable } from "babylonjs/types";
  40374. import { Scene } from "babylonjs/scene";
  40375. import { Matrix } from "babylonjs/Maths/math.vector";
  40376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40377. import { Mesh } from "babylonjs/Meshes/mesh";
  40378. import { Material } from "babylonjs/Materials/material";
  40379. import { Effect } from "babylonjs/Materials/effect";
  40380. /**
  40381. * Base class of materials working in push mode in babylon JS
  40382. * @hidden
  40383. */
  40384. export class PushMaterial extends Material {
  40385. protected _activeEffect: Effect;
  40386. protected _normalMatrix: Matrix;
  40387. /**
  40388. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40389. * This means that the material can keep using a previous shader while a new one is being compiled.
  40390. * This is mostly used when shader parallel compilation is supported (true by default)
  40391. */
  40392. allowShaderHotSwapping: boolean;
  40393. constructor(name: string, scene: Scene);
  40394. getEffect(): Effect;
  40395. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40396. /**
  40397. * Binds the given world matrix to the active effect
  40398. *
  40399. * @param world the matrix to bind
  40400. */
  40401. bindOnlyWorldMatrix(world: Matrix): void;
  40402. /**
  40403. * Binds the given normal matrix to the active effect
  40404. *
  40405. * @param normalMatrix the matrix to bind
  40406. */
  40407. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40408. bind(world: Matrix, mesh?: Mesh): void;
  40409. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40410. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40411. }
  40412. }
  40413. declare module "babylonjs/Materials/materialFlags" {
  40414. /**
  40415. * This groups all the flags used to control the materials channel.
  40416. */
  40417. export class MaterialFlags {
  40418. private static _DiffuseTextureEnabled;
  40419. /**
  40420. * Are diffuse textures enabled in the application.
  40421. */
  40422. static DiffuseTextureEnabled: boolean;
  40423. private static _AmbientTextureEnabled;
  40424. /**
  40425. * Are ambient textures enabled in the application.
  40426. */
  40427. static AmbientTextureEnabled: boolean;
  40428. private static _OpacityTextureEnabled;
  40429. /**
  40430. * Are opacity textures enabled in the application.
  40431. */
  40432. static OpacityTextureEnabled: boolean;
  40433. private static _ReflectionTextureEnabled;
  40434. /**
  40435. * Are reflection textures enabled in the application.
  40436. */
  40437. static ReflectionTextureEnabled: boolean;
  40438. private static _EmissiveTextureEnabled;
  40439. /**
  40440. * Are emissive textures enabled in the application.
  40441. */
  40442. static EmissiveTextureEnabled: boolean;
  40443. private static _SpecularTextureEnabled;
  40444. /**
  40445. * Are specular textures enabled in the application.
  40446. */
  40447. static SpecularTextureEnabled: boolean;
  40448. private static _BumpTextureEnabled;
  40449. /**
  40450. * Are bump textures enabled in the application.
  40451. */
  40452. static BumpTextureEnabled: boolean;
  40453. private static _LightmapTextureEnabled;
  40454. /**
  40455. * Are lightmap textures enabled in the application.
  40456. */
  40457. static LightmapTextureEnabled: boolean;
  40458. private static _RefractionTextureEnabled;
  40459. /**
  40460. * Are refraction textures enabled in the application.
  40461. */
  40462. static RefractionTextureEnabled: boolean;
  40463. private static _ColorGradingTextureEnabled;
  40464. /**
  40465. * Are color grading textures enabled in the application.
  40466. */
  40467. static ColorGradingTextureEnabled: boolean;
  40468. private static _FresnelEnabled;
  40469. /**
  40470. * Are fresnels enabled in the application.
  40471. */
  40472. static FresnelEnabled: boolean;
  40473. private static _ClearCoatTextureEnabled;
  40474. /**
  40475. * Are clear coat textures enabled in the application.
  40476. */
  40477. static ClearCoatTextureEnabled: boolean;
  40478. private static _ClearCoatBumpTextureEnabled;
  40479. /**
  40480. * Are clear coat bump textures enabled in the application.
  40481. */
  40482. static ClearCoatBumpTextureEnabled: boolean;
  40483. private static _ClearCoatTintTextureEnabled;
  40484. /**
  40485. * Are clear coat tint textures enabled in the application.
  40486. */
  40487. static ClearCoatTintTextureEnabled: boolean;
  40488. private static _SheenTextureEnabled;
  40489. /**
  40490. * Are sheen textures enabled in the application.
  40491. */
  40492. static SheenTextureEnabled: boolean;
  40493. private static _AnisotropicTextureEnabled;
  40494. /**
  40495. * Are anisotropic textures enabled in the application.
  40496. */
  40497. static AnisotropicTextureEnabled: boolean;
  40498. private static _ThicknessTextureEnabled;
  40499. /**
  40500. * Are thickness textures enabled in the application.
  40501. */
  40502. static ThicknessTextureEnabled: boolean;
  40503. }
  40504. }
  40505. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40506. /** @hidden */
  40507. export var defaultFragmentDeclaration: {
  40508. name: string;
  40509. shader: string;
  40510. };
  40511. }
  40512. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40513. /** @hidden */
  40514. export var defaultUboDeclaration: {
  40515. name: string;
  40516. shader: string;
  40517. };
  40518. }
  40519. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40520. /** @hidden */
  40521. export var lightFragmentDeclaration: {
  40522. name: string;
  40523. shader: string;
  40524. };
  40525. }
  40526. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40527. /** @hidden */
  40528. export var lightUboDeclaration: {
  40529. name: string;
  40530. shader: string;
  40531. };
  40532. }
  40533. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40534. /** @hidden */
  40535. export var lightsFragmentFunctions: {
  40536. name: string;
  40537. shader: string;
  40538. };
  40539. }
  40540. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40541. /** @hidden */
  40542. export var shadowsFragmentFunctions: {
  40543. name: string;
  40544. shader: string;
  40545. };
  40546. }
  40547. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40548. /** @hidden */
  40549. export var fresnelFunction: {
  40550. name: string;
  40551. shader: string;
  40552. };
  40553. }
  40554. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40555. /** @hidden */
  40556. export var reflectionFunction: {
  40557. name: string;
  40558. shader: string;
  40559. };
  40560. }
  40561. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40562. /** @hidden */
  40563. export var bumpFragmentFunctions: {
  40564. name: string;
  40565. shader: string;
  40566. };
  40567. }
  40568. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40569. /** @hidden */
  40570. export var logDepthDeclaration: {
  40571. name: string;
  40572. shader: string;
  40573. };
  40574. }
  40575. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40576. /** @hidden */
  40577. export var bumpFragment: {
  40578. name: string;
  40579. shader: string;
  40580. };
  40581. }
  40582. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40583. /** @hidden */
  40584. export var depthPrePass: {
  40585. name: string;
  40586. shader: string;
  40587. };
  40588. }
  40589. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40590. /** @hidden */
  40591. export var lightFragment: {
  40592. name: string;
  40593. shader: string;
  40594. };
  40595. }
  40596. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40597. /** @hidden */
  40598. export var logDepthFragment: {
  40599. name: string;
  40600. shader: string;
  40601. };
  40602. }
  40603. declare module "babylonjs/Shaders/default.fragment" {
  40604. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40605. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40606. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40607. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40608. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40609. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40610. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40611. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40612. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40613. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40614. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40615. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40616. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40617. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40618. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40619. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40620. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40621. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40622. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40623. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40624. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40625. /** @hidden */
  40626. export var defaultPixelShader: {
  40627. name: string;
  40628. shader: string;
  40629. };
  40630. }
  40631. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40632. /** @hidden */
  40633. export var defaultVertexDeclaration: {
  40634. name: string;
  40635. shader: string;
  40636. };
  40637. }
  40638. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40639. /** @hidden */
  40640. export var bumpVertexDeclaration: {
  40641. name: string;
  40642. shader: string;
  40643. };
  40644. }
  40645. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40646. /** @hidden */
  40647. export var bumpVertex: {
  40648. name: string;
  40649. shader: string;
  40650. };
  40651. }
  40652. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40653. /** @hidden */
  40654. export var fogVertex: {
  40655. name: string;
  40656. shader: string;
  40657. };
  40658. }
  40659. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40660. /** @hidden */
  40661. export var shadowsVertex: {
  40662. name: string;
  40663. shader: string;
  40664. };
  40665. }
  40666. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40667. /** @hidden */
  40668. export var pointCloudVertex: {
  40669. name: string;
  40670. shader: string;
  40671. };
  40672. }
  40673. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40674. /** @hidden */
  40675. export var logDepthVertex: {
  40676. name: string;
  40677. shader: string;
  40678. };
  40679. }
  40680. declare module "babylonjs/Shaders/default.vertex" {
  40681. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40682. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40683. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40684. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40685. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40686. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40687. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40688. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40689. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40690. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40691. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40692. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40693. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40694. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40695. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40696. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40697. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40698. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40699. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40700. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40701. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40702. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40703. /** @hidden */
  40704. export var defaultVertexShader: {
  40705. name: string;
  40706. shader: string;
  40707. };
  40708. }
  40709. declare module "babylonjs/Materials/standardMaterial" {
  40710. import { SmartArray } from "babylonjs/Misc/smartArray";
  40711. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40712. import { Nullable } from "babylonjs/types";
  40713. import { Scene } from "babylonjs/scene";
  40714. import { Matrix } from "babylonjs/Maths/math.vector";
  40715. import { Color3 } from "babylonjs/Maths/math.color";
  40716. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40718. import { Mesh } from "babylonjs/Meshes/mesh";
  40719. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40720. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40721. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40722. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40723. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40725. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40726. import "babylonjs/Shaders/default.fragment";
  40727. import "babylonjs/Shaders/default.vertex";
  40728. /** @hidden */
  40729. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40730. MAINUV1: boolean;
  40731. MAINUV2: boolean;
  40732. DIFFUSE: boolean;
  40733. DIFFUSEDIRECTUV: number;
  40734. AMBIENT: boolean;
  40735. AMBIENTDIRECTUV: number;
  40736. OPACITY: boolean;
  40737. OPACITYDIRECTUV: number;
  40738. OPACITYRGB: boolean;
  40739. REFLECTION: boolean;
  40740. EMISSIVE: boolean;
  40741. EMISSIVEDIRECTUV: number;
  40742. SPECULAR: boolean;
  40743. SPECULARDIRECTUV: number;
  40744. BUMP: boolean;
  40745. BUMPDIRECTUV: number;
  40746. PARALLAX: boolean;
  40747. PARALLAXOCCLUSION: boolean;
  40748. SPECULAROVERALPHA: boolean;
  40749. CLIPPLANE: boolean;
  40750. CLIPPLANE2: boolean;
  40751. CLIPPLANE3: boolean;
  40752. CLIPPLANE4: boolean;
  40753. ALPHATEST: boolean;
  40754. DEPTHPREPASS: boolean;
  40755. ALPHAFROMDIFFUSE: boolean;
  40756. POINTSIZE: boolean;
  40757. FOG: boolean;
  40758. SPECULARTERM: boolean;
  40759. DIFFUSEFRESNEL: boolean;
  40760. OPACITYFRESNEL: boolean;
  40761. REFLECTIONFRESNEL: boolean;
  40762. REFRACTIONFRESNEL: boolean;
  40763. EMISSIVEFRESNEL: boolean;
  40764. FRESNEL: boolean;
  40765. NORMAL: boolean;
  40766. UV1: boolean;
  40767. UV2: boolean;
  40768. VERTEXCOLOR: boolean;
  40769. VERTEXALPHA: boolean;
  40770. NUM_BONE_INFLUENCERS: number;
  40771. BonesPerMesh: number;
  40772. BONETEXTURE: boolean;
  40773. INSTANCES: boolean;
  40774. GLOSSINESS: boolean;
  40775. ROUGHNESS: boolean;
  40776. EMISSIVEASILLUMINATION: boolean;
  40777. LINKEMISSIVEWITHDIFFUSE: boolean;
  40778. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40779. LIGHTMAP: boolean;
  40780. LIGHTMAPDIRECTUV: number;
  40781. OBJECTSPACE_NORMALMAP: boolean;
  40782. USELIGHTMAPASSHADOWMAP: boolean;
  40783. REFLECTIONMAP_3D: boolean;
  40784. REFLECTIONMAP_SPHERICAL: boolean;
  40785. REFLECTIONMAP_PLANAR: boolean;
  40786. REFLECTIONMAP_CUBIC: boolean;
  40787. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40788. REFLECTIONMAP_PROJECTION: boolean;
  40789. REFLECTIONMAP_SKYBOX: boolean;
  40790. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40791. REFLECTIONMAP_EXPLICIT: boolean;
  40792. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40793. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40794. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40795. INVERTCUBICMAP: boolean;
  40796. LOGARITHMICDEPTH: boolean;
  40797. REFRACTION: boolean;
  40798. REFRACTIONMAP_3D: boolean;
  40799. REFLECTIONOVERALPHA: boolean;
  40800. TWOSIDEDLIGHTING: boolean;
  40801. SHADOWFLOAT: boolean;
  40802. MORPHTARGETS: boolean;
  40803. MORPHTARGETS_NORMAL: boolean;
  40804. MORPHTARGETS_TANGENT: boolean;
  40805. MORPHTARGETS_UV: boolean;
  40806. NUM_MORPH_INFLUENCERS: number;
  40807. NONUNIFORMSCALING: boolean;
  40808. PREMULTIPLYALPHA: boolean;
  40809. IMAGEPROCESSING: boolean;
  40810. VIGNETTE: boolean;
  40811. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40812. VIGNETTEBLENDMODEOPAQUE: boolean;
  40813. TONEMAPPING: boolean;
  40814. TONEMAPPING_ACES: boolean;
  40815. CONTRAST: boolean;
  40816. COLORCURVES: boolean;
  40817. COLORGRADING: boolean;
  40818. COLORGRADING3D: boolean;
  40819. SAMPLER3DGREENDEPTH: boolean;
  40820. SAMPLER3DBGRMAP: boolean;
  40821. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40822. MULTIVIEW: boolean;
  40823. /**
  40824. * If the reflection texture on this material is in linear color space
  40825. * @hidden
  40826. */
  40827. IS_REFLECTION_LINEAR: boolean;
  40828. /**
  40829. * If the refraction texture on this material is in linear color space
  40830. * @hidden
  40831. */
  40832. IS_REFRACTION_LINEAR: boolean;
  40833. EXPOSURE: boolean;
  40834. constructor();
  40835. setReflectionMode(modeToEnable: string): void;
  40836. }
  40837. /**
  40838. * This is the default material used in Babylon. It is the best trade off between quality
  40839. * and performances.
  40840. * @see http://doc.babylonjs.com/babylon101/materials
  40841. */
  40842. export class StandardMaterial extends PushMaterial {
  40843. private _diffuseTexture;
  40844. /**
  40845. * The basic texture of the material as viewed under a light.
  40846. */
  40847. diffuseTexture: Nullable<BaseTexture>;
  40848. private _ambientTexture;
  40849. /**
  40850. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40851. */
  40852. ambientTexture: Nullable<BaseTexture>;
  40853. private _opacityTexture;
  40854. /**
  40855. * Define the transparency of the material from a texture.
  40856. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40857. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40858. */
  40859. opacityTexture: Nullable<BaseTexture>;
  40860. private _reflectionTexture;
  40861. /**
  40862. * Define the texture used to display the reflection.
  40863. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40864. */
  40865. reflectionTexture: Nullable<BaseTexture>;
  40866. private _emissiveTexture;
  40867. /**
  40868. * Define texture of the material as if self lit.
  40869. * This will be mixed in the final result even in the absence of light.
  40870. */
  40871. emissiveTexture: Nullable<BaseTexture>;
  40872. private _specularTexture;
  40873. /**
  40874. * Define how the color and intensity of the highlight given by the light in the material.
  40875. */
  40876. specularTexture: Nullable<BaseTexture>;
  40877. private _bumpTexture;
  40878. /**
  40879. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40880. * 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.
  40881. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40882. */
  40883. bumpTexture: Nullable<BaseTexture>;
  40884. private _lightmapTexture;
  40885. /**
  40886. * Complex lighting can be computationally expensive to compute at runtime.
  40887. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40888. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40889. */
  40890. lightmapTexture: Nullable<BaseTexture>;
  40891. private _refractionTexture;
  40892. /**
  40893. * Define the texture used to display the refraction.
  40894. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40895. */
  40896. refractionTexture: Nullable<BaseTexture>;
  40897. /**
  40898. * The color of the material lit by the environmental background lighting.
  40899. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40900. */
  40901. ambientColor: Color3;
  40902. /**
  40903. * The basic color of the material as viewed under a light.
  40904. */
  40905. diffuseColor: Color3;
  40906. /**
  40907. * Define how the color and intensity of the highlight given by the light in the material.
  40908. */
  40909. specularColor: Color3;
  40910. /**
  40911. * Define the color of the material as if self lit.
  40912. * This will be mixed in the final result even in the absence of light.
  40913. */
  40914. emissiveColor: Color3;
  40915. /**
  40916. * Defines how sharp are the highlights in the material.
  40917. * The bigger the value the sharper giving a more glossy feeling to the result.
  40918. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40919. */
  40920. specularPower: number;
  40921. private _useAlphaFromDiffuseTexture;
  40922. /**
  40923. * Does the transparency come from the diffuse texture alpha channel.
  40924. */
  40925. useAlphaFromDiffuseTexture: boolean;
  40926. private _useEmissiveAsIllumination;
  40927. /**
  40928. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40929. */
  40930. useEmissiveAsIllumination: boolean;
  40931. private _linkEmissiveWithDiffuse;
  40932. /**
  40933. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40934. * the emissive level when the final color is close to one.
  40935. */
  40936. linkEmissiveWithDiffuse: boolean;
  40937. private _useSpecularOverAlpha;
  40938. /**
  40939. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40940. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40941. */
  40942. useSpecularOverAlpha: boolean;
  40943. private _useReflectionOverAlpha;
  40944. /**
  40945. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  40946. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  40947. */
  40948. useReflectionOverAlpha: boolean;
  40949. private _disableLighting;
  40950. /**
  40951. * Does lights from the scene impacts this material.
  40952. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  40953. */
  40954. disableLighting: boolean;
  40955. private _useObjectSpaceNormalMap;
  40956. /**
  40957. * Allows using an object space normal map (instead of tangent space).
  40958. */
  40959. useObjectSpaceNormalMap: boolean;
  40960. private _useParallax;
  40961. /**
  40962. * Is parallax enabled or not.
  40963. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40964. */
  40965. useParallax: boolean;
  40966. private _useParallaxOcclusion;
  40967. /**
  40968. * Is parallax occlusion enabled or not.
  40969. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  40970. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40971. */
  40972. useParallaxOcclusion: boolean;
  40973. /**
  40974. * 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.
  40975. */
  40976. parallaxScaleBias: number;
  40977. private _roughness;
  40978. /**
  40979. * Helps to define how blurry the reflections should appears in the material.
  40980. */
  40981. roughness: number;
  40982. /**
  40983. * In case of refraction, define the value of the index of refraction.
  40984. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40985. */
  40986. indexOfRefraction: number;
  40987. /**
  40988. * Invert the refraction texture alongside the y axis.
  40989. * It can be useful with procedural textures or probe for instance.
  40990. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40991. */
  40992. invertRefractionY: boolean;
  40993. /**
  40994. * Defines the alpha limits in alpha test mode.
  40995. */
  40996. alphaCutOff: number;
  40997. private _useLightmapAsShadowmap;
  40998. /**
  40999. * In case of light mapping, define whether the map contains light or shadow informations.
  41000. */
  41001. useLightmapAsShadowmap: boolean;
  41002. private _diffuseFresnelParameters;
  41003. /**
  41004. * Define the diffuse fresnel parameters of the material.
  41005. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41006. */
  41007. diffuseFresnelParameters: FresnelParameters;
  41008. private _opacityFresnelParameters;
  41009. /**
  41010. * Define the opacity fresnel parameters of the material.
  41011. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41012. */
  41013. opacityFresnelParameters: FresnelParameters;
  41014. private _reflectionFresnelParameters;
  41015. /**
  41016. * Define the reflection fresnel parameters of the material.
  41017. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41018. */
  41019. reflectionFresnelParameters: FresnelParameters;
  41020. private _refractionFresnelParameters;
  41021. /**
  41022. * Define the refraction fresnel parameters of the material.
  41023. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41024. */
  41025. refractionFresnelParameters: FresnelParameters;
  41026. private _emissiveFresnelParameters;
  41027. /**
  41028. * Define the emissive fresnel parameters of the material.
  41029. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41030. */
  41031. emissiveFresnelParameters: FresnelParameters;
  41032. private _useReflectionFresnelFromSpecular;
  41033. /**
  41034. * If true automatically deducts the fresnels values from the material specularity.
  41035. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41036. */
  41037. useReflectionFresnelFromSpecular: boolean;
  41038. private _useGlossinessFromSpecularMapAlpha;
  41039. /**
  41040. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41041. */
  41042. useGlossinessFromSpecularMapAlpha: boolean;
  41043. private _maxSimultaneousLights;
  41044. /**
  41045. * Defines the maximum number of lights that can be used in the material
  41046. */
  41047. maxSimultaneousLights: number;
  41048. private _invertNormalMapX;
  41049. /**
  41050. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41051. */
  41052. invertNormalMapX: boolean;
  41053. private _invertNormalMapY;
  41054. /**
  41055. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41056. */
  41057. invertNormalMapY: boolean;
  41058. private _twoSidedLighting;
  41059. /**
  41060. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41061. */
  41062. twoSidedLighting: boolean;
  41063. /**
  41064. * Default configuration related to image processing available in the standard Material.
  41065. */
  41066. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41067. /**
  41068. * Gets the image processing configuration used either in this material.
  41069. */
  41070. /**
  41071. * Sets the Default image processing configuration used either in the this material.
  41072. *
  41073. * If sets to null, the scene one is in use.
  41074. */
  41075. imageProcessingConfiguration: ImageProcessingConfiguration;
  41076. /**
  41077. * Keep track of the image processing observer to allow dispose and replace.
  41078. */
  41079. private _imageProcessingObserver;
  41080. /**
  41081. * Attaches a new image processing configuration to the Standard Material.
  41082. * @param configuration
  41083. */
  41084. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41085. /**
  41086. * Gets wether the color curves effect is enabled.
  41087. */
  41088. /**
  41089. * Sets wether the color curves effect is enabled.
  41090. */
  41091. cameraColorCurvesEnabled: boolean;
  41092. /**
  41093. * Gets wether the color grading effect is enabled.
  41094. */
  41095. /**
  41096. * Gets wether the color grading effect is enabled.
  41097. */
  41098. cameraColorGradingEnabled: boolean;
  41099. /**
  41100. * Gets wether tonemapping is enabled or not.
  41101. */
  41102. /**
  41103. * Sets wether tonemapping is enabled or not
  41104. */
  41105. cameraToneMappingEnabled: boolean;
  41106. /**
  41107. * The camera exposure used on this material.
  41108. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41109. * This corresponds to a photographic exposure.
  41110. */
  41111. /**
  41112. * The camera exposure used on this material.
  41113. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41114. * This corresponds to a photographic exposure.
  41115. */
  41116. cameraExposure: number;
  41117. /**
  41118. * Gets The camera contrast used on this material.
  41119. */
  41120. /**
  41121. * Sets The camera contrast used on this material.
  41122. */
  41123. cameraContrast: number;
  41124. /**
  41125. * Gets the Color Grading 2D Lookup Texture.
  41126. */
  41127. /**
  41128. * Sets the Color Grading 2D Lookup Texture.
  41129. */
  41130. cameraColorGradingTexture: Nullable<BaseTexture>;
  41131. /**
  41132. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41133. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41134. * 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;
  41135. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41136. */
  41137. /**
  41138. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41139. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41140. * 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;
  41141. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41142. */
  41143. cameraColorCurves: Nullable<ColorCurves>;
  41144. /**
  41145. * Custom callback helping to override the default shader used in the material.
  41146. */
  41147. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41148. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41149. protected _worldViewProjectionMatrix: Matrix;
  41150. protected _globalAmbientColor: Color3;
  41151. protected _useLogarithmicDepth: boolean;
  41152. /**
  41153. * Instantiates a new standard material.
  41154. * This is the default material used in Babylon. It is the best trade off between quality
  41155. * and performances.
  41156. * @see http://doc.babylonjs.com/babylon101/materials
  41157. * @param name Define the name of the material in the scene
  41158. * @param scene Define the scene the material belong to
  41159. */
  41160. constructor(name: string, scene: Scene);
  41161. /**
  41162. * Gets a boolean indicating that current material needs to register RTT
  41163. */
  41164. readonly hasRenderTargetTextures: boolean;
  41165. /**
  41166. * Gets the current class name of the material e.g. "StandardMaterial"
  41167. * Mainly use in serialization.
  41168. * @returns the class name
  41169. */
  41170. getClassName(): string;
  41171. /**
  41172. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41173. * You can try switching to logarithmic depth.
  41174. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41175. */
  41176. useLogarithmicDepth: boolean;
  41177. /**
  41178. * Specifies if the material will require alpha blending
  41179. * @returns a boolean specifying if alpha blending is needed
  41180. */
  41181. needAlphaBlending(): boolean;
  41182. /**
  41183. * Specifies if this material should be rendered in alpha test mode
  41184. * @returns a boolean specifying if an alpha test is needed.
  41185. */
  41186. needAlphaTesting(): boolean;
  41187. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41188. /**
  41189. * Get the texture used for alpha test purpose.
  41190. * @returns the diffuse texture in case of the standard material.
  41191. */
  41192. getAlphaTestTexture(): Nullable<BaseTexture>;
  41193. /**
  41194. * Get if the submesh is ready to be used and all its information available.
  41195. * Child classes can use it to update shaders
  41196. * @param mesh defines the mesh to check
  41197. * @param subMesh defines which submesh to check
  41198. * @param useInstances specifies that instances should be used
  41199. * @returns a boolean indicating that the submesh is ready or not
  41200. */
  41201. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41202. /**
  41203. * Builds the material UBO layouts.
  41204. * Used internally during the effect preparation.
  41205. */
  41206. buildUniformLayout(): void;
  41207. /**
  41208. * Unbinds the material from the mesh
  41209. */
  41210. unbind(): void;
  41211. /**
  41212. * Binds the submesh to this material by preparing the effect and shader to draw
  41213. * @param world defines the world transformation matrix
  41214. * @param mesh defines the mesh containing the submesh
  41215. * @param subMesh defines the submesh to bind the material to
  41216. */
  41217. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41218. /**
  41219. * Get the list of animatables in the material.
  41220. * @returns the list of animatables object used in the material
  41221. */
  41222. getAnimatables(): IAnimatable[];
  41223. /**
  41224. * Gets the active textures from the material
  41225. * @returns an array of textures
  41226. */
  41227. getActiveTextures(): BaseTexture[];
  41228. /**
  41229. * Specifies if the material uses a texture
  41230. * @param texture defines the texture to check against the material
  41231. * @returns a boolean specifying if the material uses the texture
  41232. */
  41233. hasTexture(texture: BaseTexture): boolean;
  41234. /**
  41235. * Disposes the material
  41236. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41237. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41238. */
  41239. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41240. /**
  41241. * Makes a duplicate of the material, and gives it a new name
  41242. * @param name defines the new name for the duplicated material
  41243. * @returns the cloned material
  41244. */
  41245. clone(name: string): StandardMaterial;
  41246. /**
  41247. * Serializes this material in a JSON representation
  41248. * @returns the serialized material object
  41249. */
  41250. serialize(): any;
  41251. /**
  41252. * Creates a standard material from parsed material data
  41253. * @param source defines the JSON representation of the material
  41254. * @param scene defines the hosting scene
  41255. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41256. * @returns a new standard material
  41257. */
  41258. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41259. /**
  41260. * Are diffuse textures enabled in the application.
  41261. */
  41262. static DiffuseTextureEnabled: boolean;
  41263. /**
  41264. * Are ambient textures enabled in the application.
  41265. */
  41266. static AmbientTextureEnabled: boolean;
  41267. /**
  41268. * Are opacity textures enabled in the application.
  41269. */
  41270. static OpacityTextureEnabled: boolean;
  41271. /**
  41272. * Are reflection textures enabled in the application.
  41273. */
  41274. static ReflectionTextureEnabled: boolean;
  41275. /**
  41276. * Are emissive textures enabled in the application.
  41277. */
  41278. static EmissiveTextureEnabled: boolean;
  41279. /**
  41280. * Are specular textures enabled in the application.
  41281. */
  41282. static SpecularTextureEnabled: boolean;
  41283. /**
  41284. * Are bump textures enabled in the application.
  41285. */
  41286. static BumpTextureEnabled: boolean;
  41287. /**
  41288. * Are lightmap textures enabled in the application.
  41289. */
  41290. static LightmapTextureEnabled: boolean;
  41291. /**
  41292. * Are refraction textures enabled in the application.
  41293. */
  41294. static RefractionTextureEnabled: boolean;
  41295. /**
  41296. * Are color grading textures enabled in the application.
  41297. */
  41298. static ColorGradingTextureEnabled: boolean;
  41299. /**
  41300. * Are fresnels enabled in the application.
  41301. */
  41302. static FresnelEnabled: boolean;
  41303. }
  41304. }
  41305. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41306. import { Scene } from "babylonjs/scene";
  41307. import { Texture } from "babylonjs/Materials/Textures/texture";
  41308. /**
  41309. * A class extending Texture allowing drawing on a texture
  41310. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41311. */
  41312. export class DynamicTexture extends Texture {
  41313. private _generateMipMaps;
  41314. private _canvas;
  41315. private _context;
  41316. private _engine;
  41317. /**
  41318. * Creates a DynamicTexture
  41319. * @param name defines the name of the texture
  41320. * @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
  41321. * @param scene defines the scene where you want the texture
  41322. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41323. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41324. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41325. */
  41326. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41327. /**
  41328. * Get the current class name of the texture useful for serialization or dynamic coding.
  41329. * @returns "DynamicTexture"
  41330. */
  41331. getClassName(): string;
  41332. /**
  41333. * Gets the current state of canRescale
  41334. */
  41335. readonly canRescale: boolean;
  41336. private _recreate;
  41337. /**
  41338. * Scales the texture
  41339. * @param ratio the scale factor to apply to both width and height
  41340. */
  41341. scale(ratio: number): void;
  41342. /**
  41343. * Resizes the texture
  41344. * @param width the new width
  41345. * @param height the new height
  41346. */
  41347. scaleTo(width: number, height: number): void;
  41348. /**
  41349. * Gets the context of the canvas used by the texture
  41350. * @returns the canvas context of the dynamic texture
  41351. */
  41352. getContext(): CanvasRenderingContext2D;
  41353. /**
  41354. * Clears the texture
  41355. */
  41356. clear(): void;
  41357. /**
  41358. * Updates the texture
  41359. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41360. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41361. */
  41362. update(invertY?: boolean, premulAlpha?: boolean): void;
  41363. /**
  41364. * Draws text onto the texture
  41365. * @param text defines the text to be drawn
  41366. * @param x defines the placement of the text from the left
  41367. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41368. * @param font defines the font to be used with font-style, font-size, font-name
  41369. * @param color defines the color used for the text
  41370. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41371. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41372. * @param update defines whether texture is immediately update (default is true)
  41373. */
  41374. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41375. /**
  41376. * Clones the texture
  41377. * @returns the clone of the texture.
  41378. */
  41379. clone(): DynamicTexture;
  41380. /**
  41381. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41382. * @returns a serialized dynamic texture object
  41383. */
  41384. serialize(): any;
  41385. /** @hidden */
  41386. _rebuild(): void;
  41387. }
  41388. }
  41389. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41390. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41391. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41392. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41393. /** @hidden */
  41394. export var imageProcessingPixelShader: {
  41395. name: string;
  41396. shader: string;
  41397. };
  41398. }
  41399. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41400. import { Nullable } from "babylonjs/types";
  41401. import { Color4 } from "babylonjs/Maths/math.color";
  41402. import { Camera } from "babylonjs/Cameras/camera";
  41403. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41404. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41405. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41406. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41407. import { Engine } from "babylonjs/Engines/engine";
  41408. import "babylonjs/Shaders/imageProcessing.fragment";
  41409. import "babylonjs/Shaders/postprocess.vertex";
  41410. /**
  41411. * ImageProcessingPostProcess
  41412. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41413. */
  41414. export class ImageProcessingPostProcess extends PostProcess {
  41415. /**
  41416. * Default configuration related to image processing available in the PBR Material.
  41417. */
  41418. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41419. /**
  41420. * Gets the image processing configuration used either in this material.
  41421. */
  41422. /**
  41423. * Sets the Default image processing configuration used either in the this material.
  41424. *
  41425. * If sets to null, the scene one is in use.
  41426. */
  41427. imageProcessingConfiguration: ImageProcessingConfiguration;
  41428. /**
  41429. * Keep track of the image processing observer to allow dispose and replace.
  41430. */
  41431. private _imageProcessingObserver;
  41432. /**
  41433. * Attaches a new image processing configuration to the PBR Material.
  41434. * @param configuration
  41435. */
  41436. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41437. /**
  41438. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41439. */
  41440. /**
  41441. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41442. */
  41443. colorCurves: Nullable<ColorCurves>;
  41444. /**
  41445. * Gets wether the color curves effect is enabled.
  41446. */
  41447. /**
  41448. * Sets wether the color curves effect is enabled.
  41449. */
  41450. colorCurvesEnabled: boolean;
  41451. /**
  41452. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41453. */
  41454. /**
  41455. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41456. */
  41457. colorGradingTexture: Nullable<BaseTexture>;
  41458. /**
  41459. * Gets wether the color grading effect is enabled.
  41460. */
  41461. /**
  41462. * Gets wether the color grading effect is enabled.
  41463. */
  41464. colorGradingEnabled: boolean;
  41465. /**
  41466. * Gets exposure used in the effect.
  41467. */
  41468. /**
  41469. * Sets exposure used in the effect.
  41470. */
  41471. exposure: number;
  41472. /**
  41473. * Gets wether tonemapping is enabled or not.
  41474. */
  41475. /**
  41476. * Sets wether tonemapping is enabled or not
  41477. */
  41478. toneMappingEnabled: boolean;
  41479. /**
  41480. * Gets the type of tone mapping effect.
  41481. */
  41482. /**
  41483. * Sets the type of tone mapping effect.
  41484. */
  41485. toneMappingType: number;
  41486. /**
  41487. * Gets contrast used in the effect.
  41488. */
  41489. /**
  41490. * Sets contrast used in the effect.
  41491. */
  41492. contrast: number;
  41493. /**
  41494. * Gets Vignette stretch size.
  41495. */
  41496. /**
  41497. * Sets Vignette stretch size.
  41498. */
  41499. vignetteStretch: number;
  41500. /**
  41501. * Gets Vignette centre X Offset.
  41502. */
  41503. /**
  41504. * Sets Vignette centre X Offset.
  41505. */
  41506. vignetteCentreX: number;
  41507. /**
  41508. * Gets Vignette centre Y Offset.
  41509. */
  41510. /**
  41511. * Sets Vignette centre Y Offset.
  41512. */
  41513. vignetteCentreY: number;
  41514. /**
  41515. * Gets Vignette weight or intensity of the vignette effect.
  41516. */
  41517. /**
  41518. * Sets Vignette weight or intensity of the vignette effect.
  41519. */
  41520. vignetteWeight: number;
  41521. /**
  41522. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41523. * if vignetteEnabled is set to true.
  41524. */
  41525. /**
  41526. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41527. * if vignetteEnabled is set to true.
  41528. */
  41529. vignetteColor: Color4;
  41530. /**
  41531. * Gets Camera field of view used by the Vignette effect.
  41532. */
  41533. /**
  41534. * Sets Camera field of view used by the Vignette effect.
  41535. */
  41536. vignetteCameraFov: number;
  41537. /**
  41538. * Gets the vignette blend mode allowing different kind of effect.
  41539. */
  41540. /**
  41541. * Sets the vignette blend mode allowing different kind of effect.
  41542. */
  41543. vignetteBlendMode: number;
  41544. /**
  41545. * Gets wether the vignette effect is enabled.
  41546. */
  41547. /**
  41548. * Sets wether the vignette effect is enabled.
  41549. */
  41550. vignetteEnabled: boolean;
  41551. private _fromLinearSpace;
  41552. /**
  41553. * Gets wether the input of the processing is in Gamma or Linear Space.
  41554. */
  41555. /**
  41556. * Sets wether the input of the processing is in Gamma or Linear Space.
  41557. */
  41558. fromLinearSpace: boolean;
  41559. /**
  41560. * Defines cache preventing GC.
  41561. */
  41562. private _defines;
  41563. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41564. /**
  41565. * "ImageProcessingPostProcess"
  41566. * @returns "ImageProcessingPostProcess"
  41567. */
  41568. getClassName(): string;
  41569. protected _updateParameters(): void;
  41570. dispose(camera?: Camera): void;
  41571. }
  41572. }
  41573. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41574. import { Scene } from "babylonjs/scene";
  41575. import { Color3 } from "babylonjs/Maths/math.color";
  41576. import { Mesh } from "babylonjs/Meshes/mesh";
  41577. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41578. import { Nullable } from "babylonjs/types";
  41579. /**
  41580. * Class containing static functions to help procedurally build meshes
  41581. */
  41582. export class GroundBuilder {
  41583. /**
  41584. * Creates a ground mesh
  41585. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41586. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41588. * @param name defines the name of the mesh
  41589. * @param options defines the options used to create the mesh
  41590. * @param scene defines the hosting scene
  41591. * @returns the ground mesh
  41592. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41593. */
  41594. static CreateGround(name: string, options: {
  41595. width?: number;
  41596. height?: number;
  41597. subdivisions?: number;
  41598. subdivisionsX?: number;
  41599. subdivisionsY?: number;
  41600. updatable?: boolean;
  41601. }, scene: any): Mesh;
  41602. /**
  41603. * Creates a tiled ground mesh
  41604. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41605. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41606. * * 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
  41607. * * 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
  41608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41609. * @param name defines the name of the mesh
  41610. * @param options defines the options used to create the mesh
  41611. * @param scene defines the hosting scene
  41612. * @returns the tiled ground mesh
  41613. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41614. */
  41615. static CreateTiledGround(name: string, options: {
  41616. xmin: number;
  41617. zmin: number;
  41618. xmax: number;
  41619. zmax: number;
  41620. subdivisions?: {
  41621. w: number;
  41622. h: number;
  41623. };
  41624. precision?: {
  41625. w: number;
  41626. h: number;
  41627. };
  41628. updatable?: boolean;
  41629. }, scene?: Nullable<Scene>): Mesh;
  41630. /**
  41631. * Creates a ground mesh from a height map
  41632. * * The parameter `url` sets the URL of the height map image resource.
  41633. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41634. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41635. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41636. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41637. * * 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.
  41638. * * 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).
  41639. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41640. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41641. * @param name defines the name of the mesh
  41642. * @param url defines the url to the height map
  41643. * @param options defines the options used to create the mesh
  41644. * @param scene defines the hosting scene
  41645. * @returns the ground mesh
  41646. * @see https://doc.babylonjs.com/babylon101/height_map
  41647. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41648. */
  41649. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41650. width?: number;
  41651. height?: number;
  41652. subdivisions?: number;
  41653. minHeight?: number;
  41654. maxHeight?: number;
  41655. colorFilter?: Color3;
  41656. alphaFilter?: number;
  41657. updatable?: boolean;
  41658. onReady?: (mesh: GroundMesh) => void;
  41659. }, scene?: Nullable<Scene>): GroundMesh;
  41660. }
  41661. }
  41662. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41663. import { Vector4 } from "babylonjs/Maths/math.vector";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. /**
  41666. * Class containing static functions to help procedurally build meshes
  41667. */
  41668. export class TorusBuilder {
  41669. /**
  41670. * Creates a torus mesh
  41671. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41672. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41673. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41675. * * 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
  41676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41677. * @param name defines the name of the mesh
  41678. * @param options defines the options used to create the mesh
  41679. * @param scene defines the hosting scene
  41680. * @returns the torus mesh
  41681. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41682. */
  41683. static CreateTorus(name: string, options: {
  41684. diameter?: number;
  41685. thickness?: number;
  41686. tessellation?: number;
  41687. updatable?: boolean;
  41688. sideOrientation?: number;
  41689. frontUVs?: Vector4;
  41690. backUVs?: Vector4;
  41691. }, scene: any): Mesh;
  41692. }
  41693. }
  41694. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41695. import { Vector4 } from "babylonjs/Maths/math.vector";
  41696. import { Color4 } from "babylonjs/Maths/math.color";
  41697. import { Mesh } from "babylonjs/Meshes/mesh";
  41698. /**
  41699. * Class containing static functions to help procedurally build meshes
  41700. */
  41701. export class CylinderBuilder {
  41702. /**
  41703. * Creates a cylinder or a cone mesh
  41704. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41705. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41706. * * 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.
  41707. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41708. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41709. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41710. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41711. * * 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).
  41712. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41713. * * 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).
  41714. * * 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
  41715. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41716. * * 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
  41717. * * 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.
  41718. * * If `enclose` is false, a ring surface is one element.
  41719. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41720. * * 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
  41721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41722. * * 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
  41723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41724. * @param name defines the name of the mesh
  41725. * @param options defines the options used to create the mesh
  41726. * @param scene defines the hosting scene
  41727. * @returns the cylinder mesh
  41728. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41729. */
  41730. static CreateCylinder(name: string, options: {
  41731. height?: number;
  41732. diameterTop?: number;
  41733. diameterBottom?: number;
  41734. diameter?: number;
  41735. tessellation?: number;
  41736. subdivisions?: number;
  41737. arc?: number;
  41738. faceColors?: Color4[];
  41739. faceUV?: Vector4[];
  41740. updatable?: boolean;
  41741. hasRings?: boolean;
  41742. enclose?: boolean;
  41743. cap?: number;
  41744. sideOrientation?: number;
  41745. frontUVs?: Vector4;
  41746. backUVs?: Vector4;
  41747. }, scene: any): Mesh;
  41748. }
  41749. }
  41750. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41751. import { Observable } from "babylonjs/Misc/observable";
  41752. import { Nullable } from "babylonjs/types";
  41753. import { Camera } from "babylonjs/Cameras/camera";
  41754. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41755. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41756. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41757. import { Scene } from "babylonjs/scene";
  41758. import { Vector3 } from "babylonjs/Maths/math.vector";
  41759. import { Color3 } from "babylonjs/Maths/math.color";
  41760. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41762. import { Mesh } from "babylonjs/Meshes/mesh";
  41763. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41764. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41765. import "babylonjs/Meshes/Builders/groundBuilder";
  41766. import "babylonjs/Meshes/Builders/torusBuilder";
  41767. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41768. import "babylonjs/Gamepads/gamepadSceneComponent";
  41769. import "babylonjs/Animations/animatable";
  41770. /**
  41771. * Options to modify the vr teleportation behavior.
  41772. */
  41773. export interface VRTeleportationOptions {
  41774. /**
  41775. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41776. */
  41777. floorMeshName?: string;
  41778. /**
  41779. * A list of meshes to be used as the teleportation floor. (default: empty)
  41780. */
  41781. floorMeshes?: Mesh[];
  41782. }
  41783. /**
  41784. * Options to modify the vr experience helper's behavior.
  41785. */
  41786. export interface VRExperienceHelperOptions extends WebVROptions {
  41787. /**
  41788. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41789. */
  41790. createDeviceOrientationCamera?: boolean;
  41791. /**
  41792. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41793. */
  41794. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41795. /**
  41796. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41797. */
  41798. laserToggle?: boolean;
  41799. /**
  41800. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41801. */
  41802. floorMeshes?: Mesh[];
  41803. /**
  41804. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41805. */
  41806. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41807. }
  41808. /**
  41809. * Event containing information after VR has been entered
  41810. */
  41811. export class OnAfterEnteringVRObservableEvent {
  41812. /**
  41813. * If entering vr was successful
  41814. */
  41815. success: boolean;
  41816. }
  41817. /**
  41818. * Helps to quickly add VR support to an existing scene.
  41819. * See http://doc.babylonjs.com/how_to/webvr_helper
  41820. */
  41821. export class VRExperienceHelper {
  41822. /** Options to modify the vr experience helper's behavior. */
  41823. webVROptions: VRExperienceHelperOptions;
  41824. private _scene;
  41825. private _position;
  41826. private _btnVR;
  41827. private _btnVRDisplayed;
  41828. private _webVRsupported;
  41829. private _webVRready;
  41830. private _webVRrequesting;
  41831. private _webVRpresenting;
  41832. private _hasEnteredVR;
  41833. private _fullscreenVRpresenting;
  41834. private _canvas;
  41835. private _webVRCamera;
  41836. private _vrDeviceOrientationCamera;
  41837. private _deviceOrientationCamera;
  41838. private _existingCamera;
  41839. private _onKeyDown;
  41840. private _onVrDisplayPresentChange;
  41841. private _onVRDisplayChanged;
  41842. private _onVRRequestPresentStart;
  41843. private _onVRRequestPresentComplete;
  41844. /**
  41845. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41846. */
  41847. exitVROnDoubleTap: boolean;
  41848. /**
  41849. * Observable raised right before entering VR.
  41850. */
  41851. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41852. /**
  41853. * Observable raised when entering VR has completed.
  41854. */
  41855. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41856. /**
  41857. * Observable raised when exiting VR.
  41858. */
  41859. onExitingVRObservable: Observable<VRExperienceHelper>;
  41860. /**
  41861. * Observable raised when controller mesh is loaded.
  41862. */
  41863. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41864. /** Return this.onEnteringVRObservable
  41865. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41866. */
  41867. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41868. /** Return this.onExitingVRObservable
  41869. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41870. */
  41871. readonly onExitingVR: Observable<VRExperienceHelper>;
  41872. /** Return this.onControllerMeshLoadedObservable
  41873. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41874. */
  41875. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41876. private _rayLength;
  41877. private _useCustomVRButton;
  41878. private _teleportationRequested;
  41879. private _teleportActive;
  41880. private _floorMeshName;
  41881. private _floorMeshesCollection;
  41882. private _rotationAllowed;
  41883. private _teleportBackwardsVector;
  41884. private _teleportationTarget;
  41885. private _isDefaultTeleportationTarget;
  41886. private _postProcessMove;
  41887. private _teleportationFillColor;
  41888. private _teleportationBorderColor;
  41889. private _rotationAngle;
  41890. private _haloCenter;
  41891. private _cameraGazer;
  41892. private _padSensibilityUp;
  41893. private _padSensibilityDown;
  41894. private _leftController;
  41895. private _rightController;
  41896. /**
  41897. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41898. */
  41899. onNewMeshSelected: Observable<AbstractMesh>;
  41900. /**
  41901. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41902. */
  41903. onNewMeshPicked: Observable<PickingInfo>;
  41904. private _circleEase;
  41905. /**
  41906. * Observable raised before camera teleportation
  41907. */
  41908. onBeforeCameraTeleport: Observable<Vector3>;
  41909. /**
  41910. * Observable raised after camera teleportation
  41911. */
  41912. onAfterCameraTeleport: Observable<Vector3>;
  41913. /**
  41914. * Observable raised when current selected mesh gets unselected
  41915. */
  41916. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41917. private _raySelectionPredicate;
  41918. /**
  41919. * To be optionaly changed by user to define custom ray selection
  41920. */
  41921. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41922. /**
  41923. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41924. */
  41925. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41926. /**
  41927. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41928. */
  41929. teleportationEnabled: boolean;
  41930. private _defaultHeight;
  41931. private _teleportationInitialized;
  41932. private _interactionsEnabled;
  41933. private _interactionsRequested;
  41934. private _displayGaze;
  41935. private _displayLaserPointer;
  41936. /**
  41937. * The mesh used to display where the user is going to teleport.
  41938. */
  41939. /**
  41940. * Sets the mesh to be used to display where the user is going to teleport.
  41941. */
  41942. teleportationTarget: Mesh;
  41943. /**
  41944. * 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
  41945. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  41946. * See http://doc.babylonjs.com/resources/baking_transformations
  41947. */
  41948. gazeTrackerMesh: Mesh;
  41949. /**
  41950. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  41951. */
  41952. updateGazeTrackerScale: boolean;
  41953. /**
  41954. * If the gaze trackers color should be updated when selecting meshes
  41955. */
  41956. updateGazeTrackerColor: boolean;
  41957. /**
  41958. * The gaze tracking mesh corresponding to the left controller
  41959. */
  41960. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  41961. /**
  41962. * The gaze tracking mesh corresponding to the right controller
  41963. */
  41964. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  41965. /**
  41966. * If the ray of the gaze should be displayed.
  41967. */
  41968. /**
  41969. * Sets if the ray of the gaze should be displayed.
  41970. */
  41971. displayGaze: boolean;
  41972. /**
  41973. * If the ray of the LaserPointer should be displayed.
  41974. */
  41975. /**
  41976. * Sets if the ray of the LaserPointer should be displayed.
  41977. */
  41978. displayLaserPointer: boolean;
  41979. /**
  41980. * The deviceOrientationCamera used as the camera when not in VR.
  41981. */
  41982. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  41983. /**
  41984. * Based on the current WebVR support, returns the current VR camera used.
  41985. */
  41986. readonly currentVRCamera: Nullable<Camera>;
  41987. /**
  41988. * The webVRCamera which is used when in VR.
  41989. */
  41990. readonly webVRCamera: WebVRFreeCamera;
  41991. /**
  41992. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  41993. */
  41994. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  41995. /**
  41996. * The html button that is used to trigger entering into VR.
  41997. */
  41998. readonly vrButton: Nullable<HTMLButtonElement>;
  41999. private readonly _teleportationRequestInitiated;
  42000. /**
  42001. * Defines wether or not Pointer lock should be requested when switching to
  42002. * full screen.
  42003. */
  42004. requestPointerLockOnFullScreen: boolean;
  42005. /**
  42006. * Instantiates a VRExperienceHelper.
  42007. * Helps to quickly add VR support to an existing scene.
  42008. * @param scene The scene the VRExperienceHelper belongs to.
  42009. * @param webVROptions Options to modify the vr experience helper's behavior.
  42010. */
  42011. constructor(scene: Scene,
  42012. /** Options to modify the vr experience helper's behavior. */
  42013. webVROptions?: VRExperienceHelperOptions);
  42014. private _onDefaultMeshLoaded;
  42015. private _onResize;
  42016. private _onFullscreenChange;
  42017. /**
  42018. * Gets a value indicating if we are currently in VR mode.
  42019. */
  42020. readonly isInVRMode: boolean;
  42021. private onVrDisplayPresentChange;
  42022. private onVRDisplayChanged;
  42023. private moveButtonToBottomRight;
  42024. private displayVRButton;
  42025. private updateButtonVisibility;
  42026. private _cachedAngularSensibility;
  42027. /**
  42028. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42029. * Otherwise, will use the fullscreen API.
  42030. */
  42031. enterVR(): void;
  42032. /**
  42033. * Attempt to exit VR, or fullscreen.
  42034. */
  42035. exitVR(): void;
  42036. /**
  42037. * The position of the vr experience helper.
  42038. */
  42039. /**
  42040. * Sets the position of the vr experience helper.
  42041. */
  42042. position: Vector3;
  42043. /**
  42044. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42045. */
  42046. enableInteractions(): void;
  42047. private readonly _noControllerIsActive;
  42048. private beforeRender;
  42049. private _isTeleportationFloor;
  42050. /**
  42051. * Adds a floor mesh to be used for teleportation.
  42052. * @param floorMesh the mesh to be used for teleportation.
  42053. */
  42054. addFloorMesh(floorMesh: Mesh): void;
  42055. /**
  42056. * Removes a floor mesh from being used for teleportation.
  42057. * @param floorMesh the mesh to be removed.
  42058. */
  42059. removeFloorMesh(floorMesh: Mesh): void;
  42060. /**
  42061. * Enables interactions and teleportation using the VR controllers and gaze.
  42062. * @param vrTeleportationOptions options to modify teleportation behavior.
  42063. */
  42064. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42065. private _onNewGamepadConnected;
  42066. private _tryEnableInteractionOnController;
  42067. private _onNewGamepadDisconnected;
  42068. private _enableInteractionOnController;
  42069. private _checkTeleportWithRay;
  42070. private _checkRotate;
  42071. private _checkTeleportBackwards;
  42072. private _enableTeleportationOnController;
  42073. private _createTeleportationCircles;
  42074. private _displayTeleportationTarget;
  42075. private _hideTeleportationTarget;
  42076. private _rotateCamera;
  42077. private _moveTeleportationSelectorTo;
  42078. private _workingVector;
  42079. private _workingQuaternion;
  42080. private _workingMatrix;
  42081. /**
  42082. * Teleports the users feet to the desired location
  42083. * @param location The location where the user's feet should be placed
  42084. */
  42085. teleportCamera(location: Vector3): void;
  42086. private _convertNormalToDirectionOfRay;
  42087. private _castRayAndSelectObject;
  42088. private _notifySelectedMeshUnselected;
  42089. /**
  42090. * Sets the color of the laser ray from the vr controllers.
  42091. * @param color new color for the ray.
  42092. */
  42093. changeLaserColor(color: Color3): void;
  42094. /**
  42095. * Sets the color of the ray from the vr headsets gaze.
  42096. * @param color new color for the ray.
  42097. */
  42098. changeGazeColor(color: Color3): void;
  42099. /**
  42100. * Exits VR and disposes of the vr experience helper
  42101. */
  42102. dispose(): void;
  42103. /**
  42104. * Gets the name of the VRExperienceHelper class
  42105. * @returns "VRExperienceHelper"
  42106. */
  42107. getClassName(): string;
  42108. }
  42109. }
  42110. declare module "babylonjs/Cameras/VR/index" {
  42111. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42112. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42113. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42114. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42115. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42116. export * from "babylonjs/Cameras/VR/webVRCamera";
  42117. }
  42118. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42119. import { Observable } from "babylonjs/Misc/observable";
  42120. import { Nullable } from "babylonjs/types";
  42121. import { IDisposable, Scene } from "babylonjs/scene";
  42122. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42123. /**
  42124. * Manages an XRSession to work with Babylon's engine
  42125. * @see https://doc.babylonjs.com/how_to/webxr
  42126. */
  42127. export class WebXRSessionManager implements IDisposable {
  42128. private scene;
  42129. /**
  42130. * Fires every time a new xrFrame arrives which can be used to update the camera
  42131. */
  42132. onXRFrameObservable: Observable<any>;
  42133. /**
  42134. * Fires when the xr session is ended either by the device or manually done
  42135. */
  42136. onXRSessionEnded: Observable<any>;
  42137. /**
  42138. * Underlying xr session
  42139. */
  42140. session: XRSession;
  42141. /**
  42142. * Type of reference space used when creating the session
  42143. */
  42144. referenceSpace: XRReferenceSpace;
  42145. /** @hidden */
  42146. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42147. /**
  42148. * Current XR frame
  42149. */
  42150. currentFrame: Nullable<XRFrame>;
  42151. private _xrNavigator;
  42152. private baseLayer;
  42153. /**
  42154. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42155. * @param scene The scene which the session should be created for
  42156. */
  42157. constructor(scene: Scene);
  42158. /**
  42159. * Initializes the manager
  42160. * After initialization enterXR can be called to start an XR session
  42161. * @returns Promise which resolves after it is initialized
  42162. */
  42163. initializeAsync(): Promise<void>;
  42164. /**
  42165. * Initializes an xr session
  42166. * @param xrSessionMode mode to initialize
  42167. * @returns a promise which will resolve once the session has been initialized
  42168. */
  42169. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42170. /**
  42171. * Sets the reference space on the xr session
  42172. * @param referenceSpace space to set
  42173. * @returns a promise that will resolve once the reference space has been set
  42174. */
  42175. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42176. /**
  42177. * Updates the render state of the session
  42178. * @param state state to set
  42179. * @returns a promise that resolves once the render state has been updated
  42180. */
  42181. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42182. /**
  42183. * Starts rendering to the xr layer
  42184. * @returns a promise that will resolve once rendering has started
  42185. */
  42186. startRenderingToXRAsync(): Promise<void>;
  42187. /**
  42188. * Stops the xrSession and restores the renderloop
  42189. * @returns Promise which resolves after it exits XR
  42190. */
  42191. exitXRAsync(): Promise<unknown>;
  42192. /**
  42193. * Checks if a session would be supported for the creation options specified
  42194. * @param sessionMode session mode to check if supported eg. immersive-vr
  42195. * @returns true if supported
  42196. */
  42197. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42198. /**
  42199. * @hidden
  42200. * Converts the render layer of xrSession to a render target
  42201. * @param session session to create render target for
  42202. * @param scene scene the new render target should be created for
  42203. */
  42204. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42205. /**
  42206. * Disposes of the session manager
  42207. */
  42208. dispose(): void;
  42209. }
  42210. }
  42211. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42212. import { Scene } from "babylonjs/scene";
  42213. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42214. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42215. /**
  42216. * WebXR Camera which holds the views for the xrSession
  42217. * @see https://doc.babylonjs.com/how_to/webxr
  42218. */
  42219. export class WebXRCamera extends FreeCamera {
  42220. private static _TmpMatrix;
  42221. /**
  42222. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42223. * @param name the name of the camera
  42224. * @param scene the scene to add the camera to
  42225. */
  42226. constructor(name: string, scene: Scene);
  42227. private _updateNumberOfRigCameras;
  42228. /** @hidden */
  42229. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42230. /**
  42231. * Updates the cameras position from the current pose information of the XR session
  42232. * @param xrSessionManager the session containing pose information
  42233. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42234. */
  42235. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42236. }
  42237. }
  42238. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42239. import { Nullable } from "babylonjs/types";
  42240. import { IDisposable } from "babylonjs/scene";
  42241. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42242. /**
  42243. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42244. */
  42245. export class WebXRManagedOutputCanvas implements IDisposable {
  42246. private helper;
  42247. private _canvas;
  42248. /**
  42249. * xrpresent context of the canvas which can be used to display/mirror xr content
  42250. */
  42251. canvasContext: WebGLRenderingContext;
  42252. /**
  42253. * xr layer for the canvas
  42254. */
  42255. xrLayer: Nullable<XRWebGLLayer>;
  42256. /**
  42257. * Initializes the xr layer for the session
  42258. * @param xrSession xr session
  42259. * @returns a promise that will resolve once the XR Layer has been created
  42260. */
  42261. initializeXRLayerAsync(xrSession: any): any;
  42262. /**
  42263. * Initializes the canvas to be added/removed upon entering/exiting xr
  42264. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42265. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42266. */
  42267. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42268. /**
  42269. * Disposes of the object
  42270. */
  42271. dispose(): void;
  42272. private _setManagedOutputCanvas;
  42273. private _addCanvas;
  42274. private _removeCanvas;
  42275. }
  42276. }
  42277. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42278. import { Observable } from "babylonjs/Misc/observable";
  42279. import { IDisposable, Scene } from "babylonjs/scene";
  42280. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42281. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42282. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42283. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42284. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42285. /**
  42286. * States of the webXR experience
  42287. */
  42288. export enum WebXRState {
  42289. /**
  42290. * Transitioning to being in XR mode
  42291. */
  42292. ENTERING_XR = 0,
  42293. /**
  42294. * Transitioning to non XR mode
  42295. */
  42296. EXITING_XR = 1,
  42297. /**
  42298. * In XR mode and presenting
  42299. */
  42300. IN_XR = 2,
  42301. /**
  42302. * Not entered XR mode
  42303. */
  42304. NOT_IN_XR = 3
  42305. }
  42306. /**
  42307. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42308. * @see https://doc.babylonjs.com/how_to/webxr
  42309. */
  42310. export class WebXRExperienceHelper implements IDisposable {
  42311. private scene;
  42312. /**
  42313. * 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
  42314. */
  42315. container: AbstractMesh;
  42316. /**
  42317. * Camera used to render xr content
  42318. */
  42319. camera: WebXRCamera;
  42320. /**
  42321. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42322. */
  42323. state: WebXRState;
  42324. private _setState;
  42325. private static _TmpVector;
  42326. /**
  42327. * Fires when the state of the experience helper has changed
  42328. */
  42329. onStateChangedObservable: Observable<WebXRState>;
  42330. /** Session manager used to keep track of xr session */
  42331. sessionManager: WebXRSessionManager;
  42332. private _nonVRCamera;
  42333. private _originalSceneAutoClear;
  42334. private _supported;
  42335. /**
  42336. * Creates the experience helper
  42337. * @param scene the scene to attach the experience helper to
  42338. * @returns a promise for the experience helper
  42339. */
  42340. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42341. /**
  42342. * Creates a WebXRExperienceHelper
  42343. * @param scene The scene the helper should be created in
  42344. */
  42345. private constructor();
  42346. /**
  42347. * Exits XR mode and returns the scene to its original state
  42348. * @returns promise that resolves after xr mode has exited
  42349. */
  42350. exitXRAsync(): Promise<unknown>;
  42351. /**
  42352. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42353. * @param sessionCreationOptions options for the XR session
  42354. * @param referenceSpaceType frame of reference of the XR session
  42355. * @param outputCanvas the output canvas that will be used to enter XR mode
  42356. * @returns promise that resolves after xr mode has entered
  42357. */
  42358. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42359. /**
  42360. * Updates the global position of the camera by moving the camera's container
  42361. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42362. * @param position The desired global position of the camera
  42363. */
  42364. setPositionOfCameraUsingContainer(position: Vector3): void;
  42365. /**
  42366. * Rotates the xr camera by rotating the camera's container around the camera's position
  42367. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42368. * @param rotation the desired quaternion rotation to apply to the camera
  42369. */
  42370. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42371. /**
  42372. * Disposes of the experience helper
  42373. */
  42374. dispose(): void;
  42375. }
  42376. }
  42377. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42378. import { Nullable } from "babylonjs/types";
  42379. import { Observable } from "babylonjs/Misc/observable";
  42380. import { IDisposable, Scene } from "babylonjs/scene";
  42381. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42382. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42383. /**
  42384. * Button which can be used to enter a different mode of XR
  42385. */
  42386. export class WebXREnterExitUIButton {
  42387. /** button element */
  42388. element: HTMLElement;
  42389. /** XR initialization options for the button */
  42390. sessionMode: XRSessionMode;
  42391. /** Reference space type */
  42392. referenceSpaceType: XRReferenceSpaceType;
  42393. /**
  42394. * Creates a WebXREnterExitUIButton
  42395. * @param element button element
  42396. * @param sessionMode XR initialization session mode
  42397. * @param referenceSpaceType the type of reference space to be used
  42398. */
  42399. constructor(
  42400. /** button element */
  42401. element: HTMLElement,
  42402. /** XR initialization options for the button */
  42403. sessionMode: XRSessionMode,
  42404. /** Reference space type */
  42405. referenceSpaceType: XRReferenceSpaceType);
  42406. /**
  42407. * Overwritable function which can be used to update the button's visuals when the state changes
  42408. * @param activeButton the current active button in the UI
  42409. */
  42410. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42411. }
  42412. /**
  42413. * Options to create the webXR UI
  42414. */
  42415. export class WebXREnterExitUIOptions {
  42416. /**
  42417. * Context to enter xr with
  42418. */
  42419. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42420. /**
  42421. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42422. */
  42423. customButtons?: Array<WebXREnterExitUIButton>;
  42424. }
  42425. /**
  42426. * UI to allow the user to enter/exit XR mode
  42427. */
  42428. export class WebXREnterExitUI implements IDisposable {
  42429. private scene;
  42430. private _overlay;
  42431. private _buttons;
  42432. private _activeButton;
  42433. /**
  42434. * Fired every time the active button is changed.
  42435. *
  42436. * When xr is entered via a button that launches xr that button will be the callback parameter
  42437. *
  42438. * When exiting xr the callback parameter will be null)
  42439. */
  42440. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42441. /**
  42442. * Creates UI to allow the user to enter/exit XR mode
  42443. * @param scene the scene to add the ui to
  42444. * @param helper the xr experience helper to enter/exit xr with
  42445. * @param options options to configure the UI
  42446. * @returns the created ui
  42447. */
  42448. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42449. private constructor();
  42450. private _updateButtons;
  42451. /**
  42452. * Disposes of the object
  42453. */
  42454. dispose(): void;
  42455. }
  42456. }
  42457. declare module "babylonjs/Cameras/XR/webXRController" {
  42458. import { Nullable } from "babylonjs/types";
  42459. import { Observable } from "babylonjs/Misc/observable";
  42460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42461. import { Ray } from "babylonjs/Culling/ray";
  42462. import { Scene } from "babylonjs/scene";
  42463. /**
  42464. * Represents an XR input
  42465. */
  42466. export class WebXRController {
  42467. private scene;
  42468. /** The underlying input source for the controller */
  42469. inputSource: XRInputSource;
  42470. private parentContainer;
  42471. /**
  42472. * 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
  42473. */
  42474. grip?: AbstractMesh;
  42475. /**
  42476. * Pointer which can be used to select objects or attach a visible laser to
  42477. */
  42478. pointer: AbstractMesh;
  42479. /**
  42480. * Event that fires when the controller is removed/disposed
  42481. */
  42482. onDisposeObservable: Observable<{}>;
  42483. private _tmpMatrix;
  42484. private _tmpQuaternion;
  42485. private _tmpVector;
  42486. /**
  42487. * Creates the controller
  42488. * @see https://doc.babylonjs.com/how_to/webxr
  42489. * @param scene the scene which the controller should be associated to
  42490. * @param inputSource the underlying input source for the controller
  42491. * @param parentContainer parent that the controller meshes should be children of
  42492. */
  42493. constructor(scene: Scene,
  42494. /** The underlying input source for the controller */
  42495. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42496. /**
  42497. * Updates the controller pose based on the given XRFrame
  42498. * @param xrFrame xr frame to update the pose with
  42499. * @param referenceSpace reference space to use
  42500. */
  42501. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42502. /**
  42503. * Gets a world space ray coming from the controller
  42504. * @param result the resulting ray
  42505. */
  42506. getWorldPointerRayToRef(result: Ray): void;
  42507. /**
  42508. * Disposes of the object
  42509. */
  42510. dispose(): void;
  42511. }
  42512. }
  42513. declare module "babylonjs/Cameras/XR/webXRInput" {
  42514. import { Observable } from "babylonjs/Misc/observable";
  42515. import { IDisposable } from "babylonjs/scene";
  42516. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42517. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42518. /**
  42519. * XR input used to track XR inputs such as controllers/rays
  42520. */
  42521. export class WebXRInput implements IDisposable {
  42522. /**
  42523. * Base experience the input listens to
  42524. */
  42525. baseExperience: WebXRExperienceHelper;
  42526. /**
  42527. * XR controllers being tracked
  42528. */
  42529. controllers: Array<WebXRController>;
  42530. private _frameObserver;
  42531. private _stateObserver;
  42532. /**
  42533. * Event when a controller has been connected/added
  42534. */
  42535. onControllerAddedObservable: Observable<WebXRController>;
  42536. /**
  42537. * Event when a controller has been removed/disconnected
  42538. */
  42539. onControllerRemovedObservable: Observable<WebXRController>;
  42540. /**
  42541. * Initializes the WebXRInput
  42542. * @param baseExperience experience helper which the input should be created for
  42543. */
  42544. constructor(
  42545. /**
  42546. * Base experience the input listens to
  42547. */
  42548. baseExperience: WebXRExperienceHelper);
  42549. private _onInputSourcesChange;
  42550. private _addAndRemoveControllers;
  42551. /**
  42552. * Disposes of the object
  42553. */
  42554. dispose(): void;
  42555. }
  42556. }
  42557. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42558. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42559. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42560. /**
  42561. * Enables teleportation
  42562. */
  42563. export class WebXRControllerTeleportation {
  42564. private _teleportationFillColor;
  42565. private _teleportationBorderColor;
  42566. private _tmpRay;
  42567. private _tmpVector;
  42568. /**
  42569. * Creates a WebXRControllerTeleportation
  42570. * @param input input manager to add teleportation to
  42571. * @param floorMeshes floormeshes which can be teleported to
  42572. */
  42573. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42574. }
  42575. }
  42576. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42577. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42578. /**
  42579. * Handles pointer input automatically for the pointer of XR controllers
  42580. */
  42581. export class WebXRControllerPointerSelection {
  42582. private static _idCounter;
  42583. private _tmpRay;
  42584. /**
  42585. * Creates a WebXRControllerPointerSelection
  42586. * @param input input manager to setup pointer selection
  42587. */
  42588. constructor(input: WebXRInput);
  42589. private _convertNormalToDirectionOfRay;
  42590. private _updatePointerDistance;
  42591. }
  42592. }
  42593. declare module "babylonjs/Loading/sceneLoader" {
  42594. import { Observable } from "babylonjs/Misc/observable";
  42595. import { Nullable } from "babylonjs/types";
  42596. import { Scene } from "babylonjs/scene";
  42597. import { Engine } from "babylonjs/Engines/engine";
  42598. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42599. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42600. import { AssetContainer } from "babylonjs/assetContainer";
  42601. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42602. import { Skeleton } from "babylonjs/Bones/skeleton";
  42603. /**
  42604. * Class used to represent data loading progression
  42605. */
  42606. export class SceneLoaderProgressEvent {
  42607. /** defines if data length to load can be evaluated */
  42608. readonly lengthComputable: boolean;
  42609. /** defines the loaded data length */
  42610. readonly loaded: number;
  42611. /** defines the data length to load */
  42612. readonly total: number;
  42613. /**
  42614. * Create a new progress event
  42615. * @param lengthComputable defines if data length to load can be evaluated
  42616. * @param loaded defines the loaded data length
  42617. * @param total defines the data length to load
  42618. */
  42619. constructor(
  42620. /** defines if data length to load can be evaluated */
  42621. lengthComputable: boolean,
  42622. /** defines the loaded data length */
  42623. loaded: number,
  42624. /** defines the data length to load */
  42625. total: number);
  42626. /**
  42627. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42628. * @param event defines the source event
  42629. * @returns a new SceneLoaderProgressEvent
  42630. */
  42631. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42632. }
  42633. /**
  42634. * Interface used by SceneLoader plugins to define supported file extensions
  42635. */
  42636. export interface ISceneLoaderPluginExtensions {
  42637. /**
  42638. * Defines the list of supported extensions
  42639. */
  42640. [extension: string]: {
  42641. isBinary: boolean;
  42642. };
  42643. }
  42644. /**
  42645. * Interface used by SceneLoader plugin factory
  42646. */
  42647. export interface ISceneLoaderPluginFactory {
  42648. /**
  42649. * Defines the name of the factory
  42650. */
  42651. name: string;
  42652. /**
  42653. * Function called to create a new plugin
  42654. * @return the new plugin
  42655. */
  42656. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42657. /**
  42658. * Boolean indicating if the plugin can direct load specific data
  42659. */
  42660. canDirectLoad?: (data: string) => boolean;
  42661. }
  42662. /**
  42663. * Interface used to define a SceneLoader plugin
  42664. */
  42665. export interface ISceneLoaderPlugin {
  42666. /**
  42667. * The friendly name of this plugin.
  42668. */
  42669. name: string;
  42670. /**
  42671. * The file extensions supported by this plugin.
  42672. */
  42673. extensions: string | ISceneLoaderPluginExtensions;
  42674. /**
  42675. * Import meshes into a scene.
  42676. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42677. * @param scene The scene to import into
  42678. * @param data The data to import
  42679. * @param rootUrl The root url for scene and resources
  42680. * @param meshes The meshes array to import into
  42681. * @param particleSystems The particle systems array to import into
  42682. * @param skeletons The skeletons array to import into
  42683. * @param onError The callback when import fails
  42684. * @returns True if successful or false otherwise
  42685. */
  42686. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42687. /**
  42688. * Load into a scene.
  42689. * @param scene The scene to load into
  42690. * @param data The data to import
  42691. * @param rootUrl The root url for scene and resources
  42692. * @param onError The callback when import fails
  42693. * @returns true if successful or false otherwise
  42694. */
  42695. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42696. /**
  42697. * The callback that returns true if the data can be directly loaded.
  42698. */
  42699. canDirectLoad?: (data: string) => boolean;
  42700. /**
  42701. * The callback that allows custom handling of the root url based on the response url.
  42702. */
  42703. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42704. /**
  42705. * Load into an asset container.
  42706. * @param scene The scene to load into
  42707. * @param data The data to import
  42708. * @param rootUrl The root url for scene and resources
  42709. * @param onError The callback when import fails
  42710. * @returns The loaded asset container
  42711. */
  42712. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42713. }
  42714. /**
  42715. * Interface used to define an async SceneLoader plugin
  42716. */
  42717. export interface ISceneLoaderPluginAsync {
  42718. /**
  42719. * The friendly name of this plugin.
  42720. */
  42721. name: string;
  42722. /**
  42723. * The file extensions supported by this plugin.
  42724. */
  42725. extensions: string | ISceneLoaderPluginExtensions;
  42726. /**
  42727. * Import meshes into a scene.
  42728. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42729. * @param scene The scene to import into
  42730. * @param data The data to import
  42731. * @param rootUrl The root url for scene and resources
  42732. * @param onProgress The callback when the load progresses
  42733. * @param fileName Defines the name of the file to load
  42734. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42735. */
  42736. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42737. meshes: AbstractMesh[];
  42738. particleSystems: IParticleSystem[];
  42739. skeletons: Skeleton[];
  42740. animationGroups: AnimationGroup[];
  42741. }>;
  42742. /**
  42743. * Load into a scene.
  42744. * @param scene The scene to load into
  42745. * @param data The data to import
  42746. * @param rootUrl The root url for scene and resources
  42747. * @param onProgress The callback when the load progresses
  42748. * @param fileName Defines the name of the file to load
  42749. * @returns Nothing
  42750. */
  42751. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42752. /**
  42753. * The callback that returns true if the data can be directly loaded.
  42754. */
  42755. canDirectLoad?: (data: string) => boolean;
  42756. /**
  42757. * The callback that allows custom handling of the root url based on the response url.
  42758. */
  42759. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42760. /**
  42761. * Load into an asset container.
  42762. * @param scene The scene to load into
  42763. * @param data The data to import
  42764. * @param rootUrl The root url for scene and resources
  42765. * @param onProgress The callback when the load progresses
  42766. * @param fileName Defines the name of the file to load
  42767. * @returns The loaded asset container
  42768. */
  42769. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42770. }
  42771. /**
  42772. * Class used to load scene from various file formats using registered plugins
  42773. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42774. */
  42775. export class SceneLoader {
  42776. /**
  42777. * No logging while loading
  42778. */
  42779. static readonly NO_LOGGING: number;
  42780. /**
  42781. * Minimal logging while loading
  42782. */
  42783. static readonly MINIMAL_LOGGING: number;
  42784. /**
  42785. * Summary logging while loading
  42786. */
  42787. static readonly SUMMARY_LOGGING: number;
  42788. /**
  42789. * Detailled logging while loading
  42790. */
  42791. static readonly DETAILED_LOGGING: number;
  42792. /**
  42793. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42794. */
  42795. static ForceFullSceneLoadingForIncremental: boolean;
  42796. /**
  42797. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42798. */
  42799. static ShowLoadingScreen: boolean;
  42800. /**
  42801. * Defines the current logging level (while loading the scene)
  42802. * @ignorenaming
  42803. */
  42804. static loggingLevel: number;
  42805. /**
  42806. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42807. */
  42808. static CleanBoneMatrixWeights: boolean;
  42809. /**
  42810. * Event raised when a plugin is used to load a scene
  42811. */
  42812. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42813. private static _registeredPlugins;
  42814. private static _getDefaultPlugin;
  42815. private static _getPluginForExtension;
  42816. private static _getPluginForDirectLoad;
  42817. private static _getPluginForFilename;
  42818. private static _getDirectLoad;
  42819. private static _loadData;
  42820. private static _getFileInfo;
  42821. /**
  42822. * Gets a plugin that can load the given extension
  42823. * @param extension defines the extension to load
  42824. * @returns a plugin or null if none works
  42825. */
  42826. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42827. /**
  42828. * Gets a boolean indicating that the given extension can be loaded
  42829. * @param extension defines the extension to load
  42830. * @returns true if the extension is supported
  42831. */
  42832. static IsPluginForExtensionAvailable(extension: string): boolean;
  42833. /**
  42834. * Adds a new plugin to the list of registered plugins
  42835. * @param plugin defines the plugin to add
  42836. */
  42837. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42838. /**
  42839. * Import meshes into a scene
  42840. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42841. * @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)
  42842. * @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)
  42843. * @param scene the instance of BABYLON.Scene to append to
  42844. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42845. * @param onProgress a callback with a progress event for each file being loaded
  42846. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42847. * @param pluginExtension the extension used to determine the plugin
  42848. * @returns The loaded plugin
  42849. */
  42850. 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>;
  42851. /**
  42852. * Import meshes into a scene
  42853. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42854. * @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)
  42855. * @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)
  42856. * @param scene the instance of BABYLON.Scene to append to
  42857. * @param onProgress a callback with a progress event for each file being loaded
  42858. * @param pluginExtension the extension used to determine the plugin
  42859. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42860. */
  42861. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42862. meshes: AbstractMesh[];
  42863. particleSystems: IParticleSystem[];
  42864. skeletons: Skeleton[];
  42865. animationGroups: AnimationGroup[];
  42866. }>;
  42867. /**
  42868. * Load a scene
  42869. * @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)
  42870. * @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)
  42871. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42872. * @param onSuccess a callback with the scene when import succeeds
  42873. * @param onProgress a callback with a progress event for each file being loaded
  42874. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42875. * @param pluginExtension the extension used to determine the plugin
  42876. * @returns The loaded plugin
  42877. */
  42878. 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>;
  42879. /**
  42880. * Load a scene
  42881. * @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)
  42882. * @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)
  42883. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42884. * @param onProgress a callback with a progress event for each file being loaded
  42885. * @param pluginExtension the extension used to determine the plugin
  42886. * @returns The loaded scene
  42887. */
  42888. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42889. /**
  42890. * Append a scene
  42891. * @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)
  42892. * @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)
  42893. * @param scene is the instance of BABYLON.Scene to append to
  42894. * @param onSuccess a callback with the scene when import succeeds
  42895. * @param onProgress a callback with a progress event for each file being loaded
  42896. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42897. * @param pluginExtension the extension used to determine the plugin
  42898. * @returns The loaded plugin
  42899. */
  42900. 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>;
  42901. /**
  42902. * Append a scene
  42903. * @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)
  42904. * @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)
  42905. * @param scene is the instance of BABYLON.Scene to append to
  42906. * @param onProgress a callback with a progress event for each file being loaded
  42907. * @param pluginExtension the extension used to determine the plugin
  42908. * @returns The given scene
  42909. */
  42910. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42911. /**
  42912. * Load a scene into an asset container
  42913. * @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)
  42914. * @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)
  42915. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42916. * @param onSuccess a callback with the scene when import succeeds
  42917. * @param onProgress a callback with a progress event for each file being loaded
  42918. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42919. * @param pluginExtension the extension used to determine the plugin
  42920. * @returns The loaded plugin
  42921. */
  42922. 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>;
  42923. /**
  42924. * Load a scene into an asset container
  42925. * @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)
  42926. * @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)
  42927. * @param scene is the instance of Scene to append to
  42928. * @param onProgress a callback with a progress event for each file being loaded
  42929. * @param pluginExtension the extension used to determine the plugin
  42930. * @returns The loaded asset container
  42931. */
  42932. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42933. }
  42934. }
  42935. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42936. import { Scene } from "babylonjs/scene";
  42937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42938. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42939. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42940. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42941. /**
  42942. * Generic Controller
  42943. */
  42944. export class GenericController extends WebVRController {
  42945. /**
  42946. * Base Url for the controller model.
  42947. */
  42948. static readonly MODEL_BASE_URL: string;
  42949. /**
  42950. * File name for the controller model.
  42951. */
  42952. static readonly MODEL_FILENAME: string;
  42953. /**
  42954. * Creates a new GenericController from a gamepad
  42955. * @param vrGamepad the gamepad that the controller should be created from
  42956. */
  42957. constructor(vrGamepad: any);
  42958. /**
  42959. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42960. * @param scene scene in which to add meshes
  42961. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42962. */
  42963. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42964. /**
  42965. * Called once for each button that changed state since the last frame
  42966. * @param buttonIdx Which button index changed
  42967. * @param state New state of the button
  42968. * @param changes Which properties on the state changed since last frame
  42969. */
  42970. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42971. }
  42972. }
  42973. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  42974. import { Observable } from "babylonjs/Misc/observable";
  42975. import { Scene } from "babylonjs/scene";
  42976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42977. import { Ray } from "babylonjs/Culling/ray";
  42978. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42979. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42980. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42981. /**
  42982. * Defines the WindowsMotionController object that the state of the windows motion controller
  42983. */
  42984. export class WindowsMotionController extends WebVRController {
  42985. /**
  42986. * The base url used to load the left and right controller models
  42987. */
  42988. static MODEL_BASE_URL: string;
  42989. /**
  42990. * The name of the left controller model file
  42991. */
  42992. static MODEL_LEFT_FILENAME: string;
  42993. /**
  42994. * The name of the right controller model file
  42995. */
  42996. static MODEL_RIGHT_FILENAME: string;
  42997. /**
  42998. * The controller name prefix for this controller type
  42999. */
  43000. static readonly GAMEPAD_ID_PREFIX: string;
  43001. /**
  43002. * The controller id pattern for this controller type
  43003. */
  43004. private static readonly GAMEPAD_ID_PATTERN;
  43005. private _loadedMeshInfo;
  43006. private readonly _mapping;
  43007. /**
  43008. * Fired when the trackpad on this controller is clicked
  43009. */
  43010. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43011. /**
  43012. * Fired when the trackpad on this controller is modified
  43013. */
  43014. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43015. /**
  43016. * The current x and y values of this controller's trackpad
  43017. */
  43018. trackpad: StickValues;
  43019. /**
  43020. * Creates a new WindowsMotionController from a gamepad
  43021. * @param vrGamepad the gamepad that the controller should be created from
  43022. */
  43023. constructor(vrGamepad: any);
  43024. /**
  43025. * Fired when the trigger on this controller is modified
  43026. */
  43027. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43028. /**
  43029. * Fired when the menu button on this controller is modified
  43030. */
  43031. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43032. /**
  43033. * Fired when the grip button on this controller is modified
  43034. */
  43035. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43036. /**
  43037. * Fired when the thumbstick button on this controller is modified
  43038. */
  43039. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43040. /**
  43041. * Fired when the touchpad button on this controller is modified
  43042. */
  43043. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43044. /**
  43045. * Fired when the touchpad values on this controller are modified
  43046. */
  43047. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43048. private _updateTrackpad;
  43049. /**
  43050. * Called once per frame by the engine.
  43051. */
  43052. update(): void;
  43053. /**
  43054. * Called once for each button that changed state since the last frame
  43055. * @param buttonIdx Which button index changed
  43056. * @param state New state of the button
  43057. * @param changes Which properties on the state changed since last frame
  43058. */
  43059. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43060. /**
  43061. * Moves the buttons on the controller mesh based on their current state
  43062. * @param buttonName the name of the button to move
  43063. * @param buttonValue the value of the button which determines the buttons new position
  43064. */
  43065. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43066. /**
  43067. * Moves the axis on the controller mesh based on its current state
  43068. * @param axis the index of the axis
  43069. * @param axisValue the value of the axis which determines the meshes new position
  43070. * @hidden
  43071. */
  43072. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43073. /**
  43074. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43075. * @param scene scene in which to add meshes
  43076. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43077. */
  43078. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43079. /**
  43080. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43081. * can be transformed by button presses and axes values, based on this._mapping.
  43082. *
  43083. * @param scene scene in which the meshes exist
  43084. * @param meshes list of meshes that make up the controller model to process
  43085. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43086. */
  43087. private processModel;
  43088. private createMeshInfo;
  43089. /**
  43090. * Gets the ray of the controller in the direction the controller is pointing
  43091. * @param length the length the resulting ray should be
  43092. * @returns a ray in the direction the controller is pointing
  43093. */
  43094. getForwardRay(length?: number): Ray;
  43095. /**
  43096. * Disposes of the controller
  43097. */
  43098. dispose(): void;
  43099. }
  43100. }
  43101. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43102. import { Observable } from "babylonjs/Misc/observable";
  43103. import { Scene } from "babylonjs/scene";
  43104. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43105. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43106. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43107. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43108. /**
  43109. * Oculus Touch Controller
  43110. */
  43111. export class OculusTouchController extends WebVRController {
  43112. /**
  43113. * Base Url for the controller model.
  43114. */
  43115. static MODEL_BASE_URL: string;
  43116. /**
  43117. * File name for the left controller model.
  43118. */
  43119. static MODEL_LEFT_FILENAME: string;
  43120. /**
  43121. * File name for the right controller model.
  43122. */
  43123. static MODEL_RIGHT_FILENAME: string;
  43124. /**
  43125. * Base Url for the Quest controller model.
  43126. */
  43127. static QUEST_MODEL_BASE_URL: string;
  43128. /**
  43129. * @hidden
  43130. * If the controllers are running on a device that needs the updated Quest controller models
  43131. */
  43132. static _IsQuest: boolean;
  43133. /**
  43134. * Fired when the secondary trigger on this controller is modified
  43135. */
  43136. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43137. /**
  43138. * Fired when the thumb rest on this controller is modified
  43139. */
  43140. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43141. /**
  43142. * Creates a new OculusTouchController from a gamepad
  43143. * @param vrGamepad the gamepad that the controller should be created from
  43144. */
  43145. constructor(vrGamepad: any);
  43146. /**
  43147. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43148. * @param scene scene in which to add meshes
  43149. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43150. */
  43151. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43152. /**
  43153. * Fired when the A button on this controller is modified
  43154. */
  43155. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43156. /**
  43157. * Fired when the B button on this controller is modified
  43158. */
  43159. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43160. /**
  43161. * Fired when the X button on this controller is modified
  43162. */
  43163. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43164. /**
  43165. * Fired when the Y button on this controller is modified
  43166. */
  43167. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43168. /**
  43169. * Called once for each button that changed state since the last frame
  43170. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43171. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43172. * 2) secondary trigger (same)
  43173. * 3) A (right) X (left), touch, pressed = value
  43174. * 4) B / Y
  43175. * 5) thumb rest
  43176. * @param buttonIdx Which button index changed
  43177. * @param state New state of the button
  43178. * @param changes Which properties on the state changed since last frame
  43179. */
  43180. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43181. }
  43182. }
  43183. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43184. import { Scene } from "babylonjs/scene";
  43185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43186. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43187. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43188. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43189. import { Observable } from "babylonjs/Misc/observable";
  43190. /**
  43191. * Vive Controller
  43192. */
  43193. export class ViveController extends WebVRController {
  43194. /**
  43195. * Base Url for the controller model.
  43196. */
  43197. static MODEL_BASE_URL: string;
  43198. /**
  43199. * File name for the controller model.
  43200. */
  43201. static MODEL_FILENAME: string;
  43202. /**
  43203. * Creates a new ViveController from a gamepad
  43204. * @param vrGamepad the gamepad that the controller should be created from
  43205. */
  43206. constructor(vrGamepad: any);
  43207. /**
  43208. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43209. * @param scene scene in which to add meshes
  43210. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43211. */
  43212. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43213. /**
  43214. * Fired when the left button on this controller is modified
  43215. */
  43216. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43217. /**
  43218. * Fired when the right button on this controller is modified
  43219. */
  43220. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43221. /**
  43222. * Fired when the menu button on this controller is modified
  43223. */
  43224. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43225. /**
  43226. * Called once for each button that changed state since the last frame
  43227. * Vive mapping:
  43228. * 0: touchpad
  43229. * 1: trigger
  43230. * 2: left AND right buttons
  43231. * 3: menu button
  43232. * @param buttonIdx Which button index changed
  43233. * @param state New state of the button
  43234. * @param changes Which properties on the state changed since last frame
  43235. */
  43236. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43237. }
  43238. }
  43239. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43240. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43241. /**
  43242. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43243. */
  43244. export class WebXRControllerModelLoader {
  43245. /**
  43246. * Creates the WebXRControllerModelLoader
  43247. * @param input xr input that creates the controllers
  43248. */
  43249. constructor(input: WebXRInput);
  43250. }
  43251. }
  43252. declare module "babylonjs/Cameras/XR/index" {
  43253. export * from "babylonjs/Cameras/XR/webXRCamera";
  43254. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43255. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43256. export * from "babylonjs/Cameras/XR/webXRInput";
  43257. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43258. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43259. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43260. export * from "babylonjs/Cameras/XR/webXRController";
  43261. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43262. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43263. }
  43264. declare module "babylonjs/Cameras/RigModes/index" {
  43265. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43266. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43267. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43268. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43269. }
  43270. declare module "babylonjs/Cameras/index" {
  43271. export * from "babylonjs/Cameras/Inputs/index";
  43272. export * from "babylonjs/Cameras/cameraInputsManager";
  43273. export * from "babylonjs/Cameras/camera";
  43274. export * from "babylonjs/Cameras/targetCamera";
  43275. export * from "babylonjs/Cameras/freeCamera";
  43276. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43277. export * from "babylonjs/Cameras/touchCamera";
  43278. export * from "babylonjs/Cameras/arcRotateCamera";
  43279. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43280. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43281. export * from "babylonjs/Cameras/flyCamera";
  43282. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43283. export * from "babylonjs/Cameras/followCamera";
  43284. export * from "babylonjs/Cameras/gamepadCamera";
  43285. export * from "babylonjs/Cameras/Stereoscopic/index";
  43286. export * from "babylonjs/Cameras/universalCamera";
  43287. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43288. export * from "babylonjs/Cameras/VR/index";
  43289. export * from "babylonjs/Cameras/XR/index";
  43290. export * from "babylonjs/Cameras/RigModes/index";
  43291. }
  43292. declare module "babylonjs/Collisions/index" {
  43293. export * from "babylonjs/Collisions/collider";
  43294. export * from "babylonjs/Collisions/collisionCoordinator";
  43295. export * from "babylonjs/Collisions/pickingInfo";
  43296. export * from "babylonjs/Collisions/intersectionInfo";
  43297. export * from "babylonjs/Collisions/meshCollisionData";
  43298. }
  43299. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43300. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43301. import { Vector3 } from "babylonjs/Maths/math.vector";
  43302. import { Ray } from "babylonjs/Culling/ray";
  43303. import { Plane } from "babylonjs/Maths/math.plane";
  43304. /**
  43305. * Contains an array of blocks representing the octree
  43306. */
  43307. export interface IOctreeContainer<T> {
  43308. /**
  43309. * Blocks within the octree
  43310. */
  43311. blocks: Array<OctreeBlock<T>>;
  43312. }
  43313. /**
  43314. * Class used to store a cell in an octree
  43315. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43316. */
  43317. export class OctreeBlock<T> {
  43318. /**
  43319. * Gets the content of the current block
  43320. */
  43321. entries: T[];
  43322. /**
  43323. * Gets the list of block children
  43324. */
  43325. blocks: Array<OctreeBlock<T>>;
  43326. private _depth;
  43327. private _maxDepth;
  43328. private _capacity;
  43329. private _minPoint;
  43330. private _maxPoint;
  43331. private _boundingVectors;
  43332. private _creationFunc;
  43333. /**
  43334. * Creates a new block
  43335. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43336. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43337. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43338. * @param depth defines the current depth of this block in the octree
  43339. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43340. * @param creationFunc defines a callback to call when an element is added to the block
  43341. */
  43342. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43343. /**
  43344. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43345. */
  43346. readonly capacity: number;
  43347. /**
  43348. * Gets the minimum vector (in world space) of the block's bounding box
  43349. */
  43350. readonly minPoint: Vector3;
  43351. /**
  43352. * Gets the maximum vector (in world space) of the block's bounding box
  43353. */
  43354. readonly maxPoint: Vector3;
  43355. /**
  43356. * Add a new element to this block
  43357. * @param entry defines the element to add
  43358. */
  43359. addEntry(entry: T): void;
  43360. /**
  43361. * Remove an element from this block
  43362. * @param entry defines the element to remove
  43363. */
  43364. removeEntry(entry: T): void;
  43365. /**
  43366. * Add an array of elements to this block
  43367. * @param entries defines the array of elements to add
  43368. */
  43369. addEntries(entries: T[]): void;
  43370. /**
  43371. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43372. * @param frustumPlanes defines the frustum planes to test
  43373. * @param selection defines the array to store current content if selection is positive
  43374. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43375. */
  43376. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43377. /**
  43378. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43379. * @param sphereCenter defines the bounding sphere center
  43380. * @param sphereRadius defines the bounding sphere radius
  43381. * @param selection defines the array to store current content if selection is positive
  43382. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43383. */
  43384. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43385. /**
  43386. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43387. * @param ray defines the ray to test with
  43388. * @param selection defines the array to store current content if selection is positive
  43389. */
  43390. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43391. /**
  43392. * Subdivide the content into child blocks (this block will then be empty)
  43393. */
  43394. createInnerBlocks(): void;
  43395. /**
  43396. * @hidden
  43397. */
  43398. 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;
  43399. }
  43400. }
  43401. declare module "babylonjs/Culling/Octrees/octree" {
  43402. import { SmartArray } from "babylonjs/Misc/smartArray";
  43403. import { Vector3 } from "babylonjs/Maths/math.vector";
  43404. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43406. import { Ray } from "babylonjs/Culling/ray";
  43407. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43408. import { Plane } from "babylonjs/Maths/math.plane";
  43409. /**
  43410. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43411. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43412. */
  43413. export class Octree<T> {
  43414. /** 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.) */
  43415. maxDepth: number;
  43416. /**
  43417. * Blocks within the octree containing objects
  43418. */
  43419. blocks: Array<OctreeBlock<T>>;
  43420. /**
  43421. * Content stored in the octree
  43422. */
  43423. dynamicContent: T[];
  43424. private _maxBlockCapacity;
  43425. private _selectionContent;
  43426. private _creationFunc;
  43427. /**
  43428. * Creates a octree
  43429. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43430. * @param creationFunc function to be used to instatiate the octree
  43431. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43432. * @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.)
  43433. */
  43434. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43435. /** 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.) */
  43436. maxDepth?: number);
  43437. /**
  43438. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43439. * @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);
  43440. * @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);
  43441. * @param entries meshes to be added to the octree blocks
  43442. */
  43443. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43444. /**
  43445. * Adds a mesh to the octree
  43446. * @param entry Mesh to add to the octree
  43447. */
  43448. addMesh(entry: T): void;
  43449. /**
  43450. * Remove an element from the octree
  43451. * @param entry defines the element to remove
  43452. */
  43453. removeMesh(entry: T): void;
  43454. /**
  43455. * Selects an array of meshes within the frustum
  43456. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43457. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43458. * @returns array of meshes within the frustum
  43459. */
  43460. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43461. /**
  43462. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43463. * @param sphereCenter defines the bounding sphere center
  43464. * @param sphereRadius defines the bounding sphere radius
  43465. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43466. * @returns an array of objects that intersect the sphere
  43467. */
  43468. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43469. /**
  43470. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43471. * @param ray defines the ray to test with
  43472. * @returns array of intersected objects
  43473. */
  43474. intersectsRay(ray: Ray): SmartArray<T>;
  43475. /**
  43476. * Adds a mesh into the octree block if it intersects the block
  43477. */
  43478. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43479. /**
  43480. * Adds a submesh into the octree block if it intersects the block
  43481. */
  43482. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43483. }
  43484. }
  43485. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43486. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43487. import { Scene } from "babylonjs/scene";
  43488. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43490. import { Ray } from "babylonjs/Culling/ray";
  43491. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43492. import { Collider } from "babylonjs/Collisions/collider";
  43493. module "babylonjs/scene" {
  43494. interface Scene {
  43495. /**
  43496. * @hidden
  43497. * Backing Filed
  43498. */
  43499. _selectionOctree: Octree<AbstractMesh>;
  43500. /**
  43501. * Gets the octree used to boost mesh selection (picking)
  43502. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43503. */
  43504. selectionOctree: Octree<AbstractMesh>;
  43505. /**
  43506. * Creates or updates the octree used to boost selection (picking)
  43507. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43508. * @param maxCapacity defines the maximum capacity per leaf
  43509. * @param maxDepth defines the maximum depth of the octree
  43510. * @returns an octree of AbstractMesh
  43511. */
  43512. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43513. }
  43514. }
  43515. module "babylonjs/Meshes/abstractMesh" {
  43516. interface AbstractMesh {
  43517. /**
  43518. * @hidden
  43519. * Backing Field
  43520. */
  43521. _submeshesOctree: Octree<SubMesh>;
  43522. /**
  43523. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43524. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43525. * @param maxCapacity defines the maximum size of each block (64 by default)
  43526. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43527. * @returns the new octree
  43528. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43529. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43530. */
  43531. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43532. }
  43533. }
  43534. /**
  43535. * Defines the octree scene component responsible to manage any octrees
  43536. * in a given scene.
  43537. */
  43538. export class OctreeSceneComponent {
  43539. /**
  43540. * The component name help to identify the component in the list of scene components.
  43541. */
  43542. readonly name: string;
  43543. /**
  43544. * The scene the component belongs to.
  43545. */
  43546. scene: Scene;
  43547. /**
  43548. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43549. */
  43550. readonly checksIsEnabled: boolean;
  43551. /**
  43552. * Creates a new instance of the component for the given scene
  43553. * @param scene Defines the scene to register the component in
  43554. */
  43555. constructor(scene: Scene);
  43556. /**
  43557. * Registers the component in a given scene
  43558. */
  43559. register(): void;
  43560. /**
  43561. * Return the list of active meshes
  43562. * @returns the list of active meshes
  43563. */
  43564. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43565. /**
  43566. * Return the list of active sub meshes
  43567. * @param mesh The mesh to get the candidates sub meshes from
  43568. * @returns the list of active sub meshes
  43569. */
  43570. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43571. private _tempRay;
  43572. /**
  43573. * Return the list of sub meshes intersecting with a given local ray
  43574. * @param mesh defines the mesh to find the submesh for
  43575. * @param localRay defines the ray in local space
  43576. * @returns the list of intersecting sub meshes
  43577. */
  43578. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43579. /**
  43580. * Return the list of sub meshes colliding with a collider
  43581. * @param mesh defines the mesh to find the submesh for
  43582. * @param collider defines the collider to evaluate the collision against
  43583. * @returns the list of colliding sub meshes
  43584. */
  43585. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43586. /**
  43587. * Rebuilds the elements related to this component in case of
  43588. * context lost for instance.
  43589. */
  43590. rebuild(): void;
  43591. /**
  43592. * Disposes the component and the associated ressources.
  43593. */
  43594. dispose(): void;
  43595. }
  43596. }
  43597. declare module "babylonjs/Culling/Octrees/index" {
  43598. export * from "babylonjs/Culling/Octrees/octree";
  43599. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43600. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43601. }
  43602. declare module "babylonjs/Culling/index" {
  43603. export * from "babylonjs/Culling/boundingBox";
  43604. export * from "babylonjs/Culling/boundingInfo";
  43605. export * from "babylonjs/Culling/boundingSphere";
  43606. export * from "babylonjs/Culling/Octrees/index";
  43607. export * from "babylonjs/Culling/ray";
  43608. }
  43609. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43610. import { IDisposable, Scene } from "babylonjs/scene";
  43611. import { Nullable } from "babylonjs/types";
  43612. import { Observable } from "babylonjs/Misc/observable";
  43613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43614. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43615. import { Camera } from "babylonjs/Cameras/camera";
  43616. /**
  43617. * Renders a layer on top of an existing scene
  43618. */
  43619. export class UtilityLayerRenderer implements IDisposable {
  43620. /** the original scene that will be rendered on top of */
  43621. originalScene: Scene;
  43622. private _pointerCaptures;
  43623. private _lastPointerEvents;
  43624. private static _DefaultUtilityLayer;
  43625. private static _DefaultKeepDepthUtilityLayer;
  43626. private _sharedGizmoLight;
  43627. private _renderCamera;
  43628. /**
  43629. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43630. * @returns the camera that is used when rendering the utility layer
  43631. */
  43632. getRenderCamera(): Nullable<Camera>;
  43633. /**
  43634. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43635. * @param cam the camera that should be used when rendering the utility layer
  43636. */
  43637. setRenderCamera(cam: Nullable<Camera>): void;
  43638. /**
  43639. * @hidden
  43640. * Light which used by gizmos to get light shading
  43641. */
  43642. _getSharedGizmoLight(): HemisphericLight;
  43643. /**
  43644. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43645. */
  43646. pickUtilitySceneFirst: boolean;
  43647. /**
  43648. * 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)
  43649. */
  43650. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43651. /**
  43652. * 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)
  43653. */
  43654. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43655. /**
  43656. * The scene that is rendered on top of the original scene
  43657. */
  43658. utilityLayerScene: Scene;
  43659. /**
  43660. * If the utility layer should automatically be rendered on top of existing scene
  43661. */
  43662. shouldRender: boolean;
  43663. /**
  43664. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43665. */
  43666. onlyCheckPointerDownEvents: boolean;
  43667. /**
  43668. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43669. */
  43670. processAllEvents: boolean;
  43671. /**
  43672. * Observable raised when the pointer move from the utility layer scene to the main scene
  43673. */
  43674. onPointerOutObservable: Observable<number>;
  43675. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43676. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43677. private _afterRenderObserver;
  43678. private _sceneDisposeObserver;
  43679. private _originalPointerObserver;
  43680. /**
  43681. * Instantiates a UtilityLayerRenderer
  43682. * @param originalScene the original scene that will be rendered on top of
  43683. * @param handleEvents boolean indicating if the utility layer should handle events
  43684. */
  43685. constructor(
  43686. /** the original scene that will be rendered on top of */
  43687. originalScene: Scene, handleEvents?: boolean);
  43688. private _notifyObservers;
  43689. /**
  43690. * Renders the utility layers scene on top of the original scene
  43691. */
  43692. render(): void;
  43693. /**
  43694. * Disposes of the renderer
  43695. */
  43696. dispose(): void;
  43697. private _updateCamera;
  43698. }
  43699. }
  43700. declare module "babylonjs/Gizmos/gizmo" {
  43701. import { Nullable } from "babylonjs/types";
  43702. import { IDisposable } from "babylonjs/scene";
  43703. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43704. import { Mesh } from "babylonjs/Meshes/mesh";
  43705. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43706. /**
  43707. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43708. */
  43709. export class Gizmo implements IDisposable {
  43710. /** The utility layer the gizmo will be added to */
  43711. gizmoLayer: UtilityLayerRenderer;
  43712. /**
  43713. * The root mesh of the gizmo
  43714. */
  43715. _rootMesh: Mesh;
  43716. private _attachedMesh;
  43717. /**
  43718. * Ratio for the scale of the gizmo (Default: 1)
  43719. */
  43720. scaleRatio: number;
  43721. /**
  43722. * If a custom mesh has been set (Default: false)
  43723. */
  43724. protected _customMeshSet: boolean;
  43725. /**
  43726. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43727. * * When set, interactions will be enabled
  43728. */
  43729. attachedMesh: Nullable<AbstractMesh>;
  43730. /**
  43731. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43732. * @param mesh The mesh to replace the default mesh of the gizmo
  43733. */
  43734. setCustomMesh(mesh: Mesh): void;
  43735. /**
  43736. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43737. */
  43738. updateGizmoRotationToMatchAttachedMesh: boolean;
  43739. /**
  43740. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43741. */
  43742. updateGizmoPositionToMatchAttachedMesh: boolean;
  43743. /**
  43744. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43745. */
  43746. updateScale: boolean;
  43747. protected _interactionsEnabled: boolean;
  43748. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43749. private _beforeRenderObserver;
  43750. private _tempVector;
  43751. /**
  43752. * Creates a gizmo
  43753. * @param gizmoLayer The utility layer the gizmo will be added to
  43754. */
  43755. constructor(
  43756. /** The utility layer the gizmo will be added to */
  43757. gizmoLayer?: UtilityLayerRenderer);
  43758. /**
  43759. * Updates the gizmo to match the attached mesh's position/rotation
  43760. */
  43761. protected _update(): void;
  43762. /**
  43763. * Disposes of the gizmo
  43764. */
  43765. dispose(): void;
  43766. }
  43767. }
  43768. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43769. import { Observable } from "babylonjs/Misc/observable";
  43770. import { Nullable } from "babylonjs/types";
  43771. import { Vector3 } from "babylonjs/Maths/math.vector";
  43772. import { Color3 } from "babylonjs/Maths/math.color";
  43773. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43775. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43776. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43777. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43778. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43779. import { Scene } from "babylonjs/scene";
  43780. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43781. /**
  43782. * Single plane drag gizmo
  43783. */
  43784. export class PlaneDragGizmo extends Gizmo {
  43785. /**
  43786. * Drag behavior responsible for the gizmos dragging interactions
  43787. */
  43788. dragBehavior: PointerDragBehavior;
  43789. private _pointerObserver;
  43790. /**
  43791. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43792. */
  43793. snapDistance: number;
  43794. /**
  43795. * Event that fires each time the gizmo snaps to a new location.
  43796. * * snapDistance is the the change in distance
  43797. */
  43798. onSnapObservable: Observable<{
  43799. snapDistance: number;
  43800. }>;
  43801. private _plane;
  43802. private _coloredMaterial;
  43803. private _hoverMaterial;
  43804. private _isEnabled;
  43805. private _parent;
  43806. /** @hidden */
  43807. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43808. /** @hidden */
  43809. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43810. /**
  43811. * Creates a PlaneDragGizmo
  43812. * @param gizmoLayer The utility layer the gizmo will be added to
  43813. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43814. * @param color The color of the gizmo
  43815. */
  43816. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43817. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43818. /**
  43819. * If the gizmo is enabled
  43820. */
  43821. isEnabled: boolean;
  43822. /**
  43823. * Disposes of the gizmo
  43824. */
  43825. dispose(): void;
  43826. }
  43827. }
  43828. declare module "babylonjs/Gizmos/positionGizmo" {
  43829. import { Observable } from "babylonjs/Misc/observable";
  43830. import { Nullable } from "babylonjs/types";
  43831. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43832. import { Mesh } from "babylonjs/Meshes/mesh";
  43833. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43834. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43835. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43836. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43837. /**
  43838. * Gizmo that enables dragging a mesh along 3 axis
  43839. */
  43840. export class PositionGizmo extends Gizmo {
  43841. /**
  43842. * Internal gizmo used for interactions on the x axis
  43843. */
  43844. xGizmo: AxisDragGizmo;
  43845. /**
  43846. * Internal gizmo used for interactions on the y axis
  43847. */
  43848. yGizmo: AxisDragGizmo;
  43849. /**
  43850. * Internal gizmo used for interactions on the z axis
  43851. */
  43852. zGizmo: AxisDragGizmo;
  43853. /**
  43854. * Internal gizmo used for interactions on the yz plane
  43855. */
  43856. xPlaneGizmo: PlaneDragGizmo;
  43857. /**
  43858. * Internal gizmo used for interactions on the xz plane
  43859. */
  43860. yPlaneGizmo: PlaneDragGizmo;
  43861. /**
  43862. * Internal gizmo used for interactions on the xy plane
  43863. */
  43864. zPlaneGizmo: PlaneDragGizmo;
  43865. /**
  43866. * private variables
  43867. */
  43868. private _meshAttached;
  43869. private _updateGizmoRotationToMatchAttachedMesh;
  43870. private _snapDistance;
  43871. private _scaleRatio;
  43872. /** Fires an event when any of it's sub gizmos are dragged */
  43873. onDragStartObservable: Observable<unknown>;
  43874. /** Fires an event when any of it's sub gizmos are released from dragging */
  43875. onDragEndObservable: Observable<unknown>;
  43876. /**
  43877. * If set to true, planar drag is enabled
  43878. */
  43879. private _planarGizmoEnabled;
  43880. attachedMesh: Nullable<AbstractMesh>;
  43881. /**
  43882. * Creates a PositionGizmo
  43883. * @param gizmoLayer The utility layer the gizmo will be added to
  43884. */
  43885. constructor(gizmoLayer?: UtilityLayerRenderer);
  43886. /**
  43887. * If the planar drag gizmo is enabled
  43888. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43889. */
  43890. planarGizmoEnabled: boolean;
  43891. updateGizmoRotationToMatchAttachedMesh: boolean;
  43892. /**
  43893. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43894. */
  43895. snapDistance: number;
  43896. /**
  43897. * Ratio for the scale of the gizmo (Default: 1)
  43898. */
  43899. scaleRatio: number;
  43900. /**
  43901. * Disposes of the gizmo
  43902. */
  43903. dispose(): void;
  43904. /**
  43905. * CustomMeshes are not supported by this gizmo
  43906. * @param mesh The mesh to replace the default mesh of the gizmo
  43907. */
  43908. setCustomMesh(mesh: Mesh): void;
  43909. }
  43910. }
  43911. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43912. import { Observable } from "babylonjs/Misc/observable";
  43913. import { Nullable } from "babylonjs/types";
  43914. import { Vector3 } from "babylonjs/Maths/math.vector";
  43915. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43916. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43917. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43918. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43919. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43920. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43921. import { Scene } from "babylonjs/scene";
  43922. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43923. import { Color3 } from "babylonjs/Maths/math.color";
  43924. /**
  43925. * Single axis drag gizmo
  43926. */
  43927. export class AxisDragGizmo extends Gizmo {
  43928. /**
  43929. * Drag behavior responsible for the gizmos dragging interactions
  43930. */
  43931. dragBehavior: PointerDragBehavior;
  43932. private _pointerObserver;
  43933. /**
  43934. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43935. */
  43936. snapDistance: number;
  43937. /**
  43938. * Event that fires each time the gizmo snaps to a new location.
  43939. * * snapDistance is the the change in distance
  43940. */
  43941. onSnapObservable: Observable<{
  43942. snapDistance: number;
  43943. }>;
  43944. private _isEnabled;
  43945. private _parent;
  43946. private _arrow;
  43947. private _coloredMaterial;
  43948. private _hoverMaterial;
  43949. /** @hidden */
  43950. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  43951. /** @hidden */
  43952. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43953. /**
  43954. * Creates an AxisDragGizmo
  43955. * @param gizmoLayer The utility layer the gizmo will be added to
  43956. * @param dragAxis The axis which the gizmo will be able to drag on
  43957. * @param color The color of the gizmo
  43958. */
  43959. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43960. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43961. /**
  43962. * If the gizmo is enabled
  43963. */
  43964. isEnabled: boolean;
  43965. /**
  43966. * Disposes of the gizmo
  43967. */
  43968. dispose(): void;
  43969. }
  43970. }
  43971. declare module "babylonjs/Debug/axesViewer" {
  43972. import { Vector3 } from "babylonjs/Maths/math.vector";
  43973. import { Nullable } from "babylonjs/types";
  43974. import { Scene } from "babylonjs/scene";
  43975. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43976. /**
  43977. * The Axes viewer will show 3 axes in a specific point in space
  43978. */
  43979. export class AxesViewer {
  43980. private _xAxis;
  43981. private _yAxis;
  43982. private _zAxis;
  43983. private _scaleLinesFactor;
  43984. private _instanced;
  43985. /**
  43986. * Gets the hosting scene
  43987. */
  43988. scene: Scene;
  43989. /**
  43990. * Gets or sets a number used to scale line length
  43991. */
  43992. scaleLines: number;
  43993. /** Gets the node hierarchy used to render x-axis */
  43994. readonly xAxis: TransformNode;
  43995. /** Gets the node hierarchy used to render y-axis */
  43996. readonly yAxis: TransformNode;
  43997. /** Gets the node hierarchy used to render z-axis */
  43998. readonly zAxis: TransformNode;
  43999. /**
  44000. * Creates a new AxesViewer
  44001. * @param scene defines the hosting scene
  44002. * @param scaleLines defines a number used to scale line length (1 by default)
  44003. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44004. * @param xAxis defines the node hierarchy used to render the x-axis
  44005. * @param yAxis defines the node hierarchy used to render the y-axis
  44006. * @param zAxis defines the node hierarchy used to render the z-axis
  44007. */
  44008. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44009. /**
  44010. * Force the viewer to update
  44011. * @param position defines the position of the viewer
  44012. * @param xaxis defines the x axis of the viewer
  44013. * @param yaxis defines the y axis of the viewer
  44014. * @param zaxis defines the z axis of the viewer
  44015. */
  44016. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44017. /**
  44018. * Creates an instance of this axes viewer.
  44019. * @returns a new axes viewer with instanced meshes
  44020. */
  44021. createInstance(): AxesViewer;
  44022. /** Releases resources */
  44023. dispose(): void;
  44024. private static _SetRenderingGroupId;
  44025. }
  44026. }
  44027. declare module "babylonjs/Debug/boneAxesViewer" {
  44028. import { Nullable } from "babylonjs/types";
  44029. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44030. import { Vector3 } from "babylonjs/Maths/math.vector";
  44031. import { Mesh } from "babylonjs/Meshes/mesh";
  44032. import { Bone } from "babylonjs/Bones/bone";
  44033. import { Scene } from "babylonjs/scene";
  44034. /**
  44035. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44036. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44037. */
  44038. export class BoneAxesViewer extends AxesViewer {
  44039. /**
  44040. * Gets or sets the target mesh where to display the axes viewer
  44041. */
  44042. mesh: Nullable<Mesh>;
  44043. /**
  44044. * Gets or sets the target bone where to display the axes viewer
  44045. */
  44046. bone: Nullable<Bone>;
  44047. /** Gets current position */
  44048. pos: Vector3;
  44049. /** Gets direction of X axis */
  44050. xaxis: Vector3;
  44051. /** Gets direction of Y axis */
  44052. yaxis: Vector3;
  44053. /** Gets direction of Z axis */
  44054. zaxis: Vector3;
  44055. /**
  44056. * Creates a new BoneAxesViewer
  44057. * @param scene defines the hosting scene
  44058. * @param bone defines the target bone
  44059. * @param mesh defines the target mesh
  44060. * @param scaleLines defines a scaling factor for line length (1 by default)
  44061. */
  44062. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44063. /**
  44064. * Force the viewer to update
  44065. */
  44066. update(): void;
  44067. /** Releases resources */
  44068. dispose(): void;
  44069. }
  44070. }
  44071. declare module "babylonjs/Debug/debugLayer" {
  44072. import { Scene } from "babylonjs/scene";
  44073. /**
  44074. * Interface used to define scene explorer extensibility option
  44075. */
  44076. export interface IExplorerExtensibilityOption {
  44077. /**
  44078. * Define the option label
  44079. */
  44080. label: string;
  44081. /**
  44082. * Defines the action to execute on click
  44083. */
  44084. action: (entity: any) => void;
  44085. }
  44086. /**
  44087. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44088. */
  44089. export interface IExplorerExtensibilityGroup {
  44090. /**
  44091. * Defines a predicate to test if a given type mut be extended
  44092. */
  44093. predicate: (entity: any) => boolean;
  44094. /**
  44095. * Gets the list of options added to a type
  44096. */
  44097. entries: IExplorerExtensibilityOption[];
  44098. }
  44099. /**
  44100. * Interface used to define the options to use to create the Inspector
  44101. */
  44102. export interface IInspectorOptions {
  44103. /**
  44104. * Display in overlay mode (default: false)
  44105. */
  44106. overlay?: boolean;
  44107. /**
  44108. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44109. */
  44110. globalRoot?: HTMLElement;
  44111. /**
  44112. * Display the Scene explorer
  44113. */
  44114. showExplorer?: boolean;
  44115. /**
  44116. * Display the property inspector
  44117. */
  44118. showInspector?: boolean;
  44119. /**
  44120. * Display in embed mode (both panes on the right)
  44121. */
  44122. embedMode?: boolean;
  44123. /**
  44124. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44125. */
  44126. handleResize?: boolean;
  44127. /**
  44128. * Allow the panes to popup (default: true)
  44129. */
  44130. enablePopup?: boolean;
  44131. /**
  44132. * Allow the panes to be closed by users (default: true)
  44133. */
  44134. enableClose?: boolean;
  44135. /**
  44136. * Optional list of extensibility entries
  44137. */
  44138. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44139. /**
  44140. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44141. */
  44142. inspectorURL?: string;
  44143. }
  44144. module "babylonjs/scene" {
  44145. interface Scene {
  44146. /**
  44147. * @hidden
  44148. * Backing field
  44149. */
  44150. _debugLayer: DebugLayer;
  44151. /**
  44152. * Gets the debug layer (aka Inspector) associated with the scene
  44153. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44154. */
  44155. debugLayer: DebugLayer;
  44156. }
  44157. }
  44158. /**
  44159. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44160. * what is happening in your scene
  44161. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44162. */
  44163. export class DebugLayer {
  44164. /**
  44165. * Define the url to get the inspector script from.
  44166. * By default it uses the babylonjs CDN.
  44167. * @ignoreNaming
  44168. */
  44169. static InspectorURL: string;
  44170. private _scene;
  44171. private BJSINSPECTOR;
  44172. private _onPropertyChangedObservable?;
  44173. /**
  44174. * Observable triggered when a property is changed through the inspector.
  44175. */
  44176. readonly onPropertyChangedObservable: any;
  44177. /**
  44178. * Instantiates a new debug layer.
  44179. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44180. * what is happening in your scene
  44181. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44182. * @param scene Defines the scene to inspect
  44183. */
  44184. constructor(scene: Scene);
  44185. /** Creates the inspector window. */
  44186. private _createInspector;
  44187. /**
  44188. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44189. * @param entity defines the entity to select
  44190. * @param lineContainerTitle defines the specific block to highlight
  44191. */
  44192. select(entity: any, lineContainerTitle?: string): void;
  44193. /** Get the inspector from bundle or global */
  44194. private _getGlobalInspector;
  44195. /**
  44196. * Get if the inspector is visible or not.
  44197. * @returns true if visible otherwise, false
  44198. */
  44199. isVisible(): boolean;
  44200. /**
  44201. * Hide the inspector and close its window.
  44202. */
  44203. hide(): void;
  44204. /**
  44205. * Launch the debugLayer.
  44206. * @param config Define the configuration of the inspector
  44207. * @return a promise fulfilled when the debug layer is visible
  44208. */
  44209. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44210. }
  44211. }
  44212. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44213. import { Nullable } from "babylonjs/types";
  44214. import { Scene } from "babylonjs/scene";
  44215. import { Vector4 } from "babylonjs/Maths/math.vector";
  44216. import { Color4 } from "babylonjs/Maths/math.color";
  44217. import { Mesh } from "babylonjs/Meshes/mesh";
  44218. /**
  44219. * Class containing static functions to help procedurally build meshes
  44220. */
  44221. export class BoxBuilder {
  44222. /**
  44223. * Creates a box mesh
  44224. * * The parameter `size` sets the size (float) of each box side (default 1)
  44225. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44226. * * 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)
  44227. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44228. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44229. * * 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
  44230. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44231. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44232. * @param name defines the name of the mesh
  44233. * @param options defines the options used to create the mesh
  44234. * @param scene defines the hosting scene
  44235. * @returns the box mesh
  44236. */
  44237. static CreateBox(name: string, options: {
  44238. size?: number;
  44239. width?: number;
  44240. height?: number;
  44241. depth?: number;
  44242. faceUV?: Vector4[];
  44243. faceColors?: Color4[];
  44244. sideOrientation?: number;
  44245. frontUVs?: Vector4;
  44246. backUVs?: Vector4;
  44247. wrap?: boolean;
  44248. topBaseAt?: number;
  44249. bottomBaseAt?: number;
  44250. updatable?: boolean;
  44251. }, scene?: Nullable<Scene>): Mesh;
  44252. }
  44253. }
  44254. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44255. import { Vector4 } from "babylonjs/Maths/math.vector";
  44256. import { Mesh } from "babylonjs/Meshes/mesh";
  44257. /**
  44258. * Class containing static functions to help procedurally build meshes
  44259. */
  44260. export class SphereBuilder {
  44261. /**
  44262. * Creates a sphere mesh
  44263. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44264. * * 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`)
  44265. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44266. * * 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
  44267. * * 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)
  44268. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44269. * * 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
  44270. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44271. * @param name defines the name of the mesh
  44272. * @param options defines the options used to create the mesh
  44273. * @param scene defines the hosting scene
  44274. * @returns the sphere mesh
  44275. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44276. */
  44277. static CreateSphere(name: string, options: {
  44278. segments?: number;
  44279. diameter?: number;
  44280. diameterX?: number;
  44281. diameterY?: number;
  44282. diameterZ?: number;
  44283. arc?: number;
  44284. slice?: number;
  44285. sideOrientation?: number;
  44286. frontUVs?: Vector4;
  44287. backUVs?: Vector4;
  44288. updatable?: boolean;
  44289. }, scene: any): Mesh;
  44290. }
  44291. }
  44292. declare module "babylonjs/Debug/physicsViewer" {
  44293. import { Nullable } from "babylonjs/types";
  44294. import { Scene } from "babylonjs/scene";
  44295. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44296. import { Mesh } from "babylonjs/Meshes/mesh";
  44297. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44298. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44299. /**
  44300. * Used to show the physics impostor around the specific mesh
  44301. */
  44302. export class PhysicsViewer {
  44303. /** @hidden */
  44304. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44305. /** @hidden */
  44306. protected _meshes: Array<Nullable<AbstractMesh>>;
  44307. /** @hidden */
  44308. protected _scene: Nullable<Scene>;
  44309. /** @hidden */
  44310. protected _numMeshes: number;
  44311. /** @hidden */
  44312. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44313. private _renderFunction;
  44314. private _utilityLayer;
  44315. private _debugBoxMesh;
  44316. private _debugSphereMesh;
  44317. private _debugCylinderMesh;
  44318. private _debugMaterial;
  44319. private _debugMeshMeshes;
  44320. /**
  44321. * Creates a new PhysicsViewer
  44322. * @param scene defines the hosting scene
  44323. */
  44324. constructor(scene: Scene);
  44325. /** @hidden */
  44326. protected _updateDebugMeshes(): void;
  44327. /**
  44328. * Renders a specified physic impostor
  44329. * @param impostor defines the impostor to render
  44330. * @param targetMesh defines the mesh represented by the impostor
  44331. * @returns the new debug mesh used to render the impostor
  44332. */
  44333. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44334. /**
  44335. * Hides a specified physic impostor
  44336. * @param impostor defines the impostor to hide
  44337. */
  44338. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44339. private _getDebugMaterial;
  44340. private _getDebugBoxMesh;
  44341. private _getDebugSphereMesh;
  44342. private _getDebugCylinderMesh;
  44343. private _getDebugMeshMesh;
  44344. private _getDebugMesh;
  44345. /** Releases all resources */
  44346. dispose(): void;
  44347. }
  44348. }
  44349. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44350. import { Vector3 } from "babylonjs/Maths/math.vector";
  44351. import { Color4 } from "babylonjs/Maths/math.color";
  44352. import { Nullable } from "babylonjs/types";
  44353. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44354. import { Scene } from "babylonjs/scene";
  44355. /**
  44356. * Class containing static functions to help procedurally build meshes
  44357. */
  44358. export class LinesBuilder {
  44359. /**
  44360. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44361. * * 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
  44362. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44363. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44364. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44365. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44366. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44367. * * 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
  44368. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  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. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44371. * @param name defines the name of the new line system
  44372. * @param options defines the options used to create the line system
  44373. * @param scene defines the hosting scene
  44374. * @returns a new line system mesh
  44375. */
  44376. static CreateLineSystem(name: string, options: {
  44377. lines: Vector3[][];
  44378. updatable?: boolean;
  44379. instance?: Nullable<LinesMesh>;
  44380. colors?: Nullable<Color4[][]>;
  44381. useVertexAlpha?: boolean;
  44382. }, scene: Nullable<Scene>): LinesMesh;
  44383. /**
  44384. * Creates a line mesh
  44385. * 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
  44386. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44387. * * The parameter `points` is an array successive Vector3
  44388. * * 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
  44389. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44390. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44391. * * When updating an instance, remember that only point positions can change, not the number of points
  44392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44393. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44394. * @param name defines the name of the new line system
  44395. * @param options defines the options used to create the line system
  44396. * @param scene defines the hosting scene
  44397. * @returns a new line mesh
  44398. */
  44399. static CreateLines(name: string, options: {
  44400. points: Vector3[];
  44401. updatable?: boolean;
  44402. instance?: Nullable<LinesMesh>;
  44403. colors?: Color4[];
  44404. useVertexAlpha?: boolean;
  44405. }, scene?: Nullable<Scene>): LinesMesh;
  44406. /**
  44407. * Creates a dashed line mesh
  44408. * * 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
  44409. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44410. * * The parameter `points` is an array successive Vector3
  44411. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44412. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44413. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44414. * * 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
  44415. * * When updating an instance, remember that only point positions can change, not the number of points
  44416. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44417. * @param name defines the name of the mesh
  44418. * @param options defines the options used to create the mesh
  44419. * @param scene defines the hosting scene
  44420. * @returns the dashed line mesh
  44421. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44422. */
  44423. static CreateDashedLines(name: string, options: {
  44424. points: Vector3[];
  44425. dashSize?: number;
  44426. gapSize?: number;
  44427. dashNb?: number;
  44428. updatable?: boolean;
  44429. instance?: LinesMesh;
  44430. }, scene?: Nullable<Scene>): LinesMesh;
  44431. }
  44432. }
  44433. declare module "babylonjs/Debug/rayHelper" {
  44434. import { Nullable } from "babylonjs/types";
  44435. import { Ray } from "babylonjs/Culling/ray";
  44436. import { Vector3 } from "babylonjs/Maths/math.vector";
  44437. import { Color3 } from "babylonjs/Maths/math.color";
  44438. import { Scene } from "babylonjs/scene";
  44439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44440. import "babylonjs/Meshes/Builders/linesBuilder";
  44441. /**
  44442. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44443. * in order to better appreciate the issue one might have.
  44444. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44445. */
  44446. export class RayHelper {
  44447. /**
  44448. * Defines the ray we are currently tryin to visualize.
  44449. */
  44450. ray: Nullable<Ray>;
  44451. private _renderPoints;
  44452. private _renderLine;
  44453. private _renderFunction;
  44454. private _scene;
  44455. private _updateToMeshFunction;
  44456. private _attachedToMesh;
  44457. private _meshSpaceDirection;
  44458. private _meshSpaceOrigin;
  44459. /**
  44460. * Helper function to create a colored helper in a scene in one line.
  44461. * @param ray Defines the ray we are currently tryin to visualize
  44462. * @param scene Defines the scene the ray is used in
  44463. * @param color Defines the color we want to see the ray in
  44464. * @returns The newly created ray helper.
  44465. */
  44466. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44467. /**
  44468. * Instantiate a new ray helper.
  44469. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44470. * in order to better appreciate the issue one might have.
  44471. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44472. * @param ray Defines the ray we are currently tryin to visualize
  44473. */
  44474. constructor(ray: Ray);
  44475. /**
  44476. * Shows the ray we are willing to debug.
  44477. * @param scene Defines the scene the ray needs to be rendered in
  44478. * @param color Defines the color the ray needs to be rendered in
  44479. */
  44480. show(scene: Scene, color?: Color3): void;
  44481. /**
  44482. * Hides the ray we are debugging.
  44483. */
  44484. hide(): void;
  44485. private _render;
  44486. /**
  44487. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44488. * @param mesh Defines the mesh we want the helper attached to
  44489. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44490. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44491. * @param length Defines the length of the ray
  44492. */
  44493. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44494. /**
  44495. * Detach the ray helper from the mesh it has previously been attached to.
  44496. */
  44497. detachFromMesh(): void;
  44498. private _updateToMesh;
  44499. /**
  44500. * Dispose the helper and release its associated resources.
  44501. */
  44502. dispose(): void;
  44503. }
  44504. }
  44505. declare module "babylonjs/Debug/skeletonViewer" {
  44506. import { Color3 } from "babylonjs/Maths/math.color";
  44507. import { Scene } from "babylonjs/scene";
  44508. import { Nullable } from "babylonjs/types";
  44509. import { Skeleton } from "babylonjs/Bones/skeleton";
  44510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44511. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44512. /**
  44513. * Class used to render a debug view of a given skeleton
  44514. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44515. */
  44516. export class SkeletonViewer {
  44517. /** defines the skeleton to render */
  44518. skeleton: Skeleton;
  44519. /** defines the mesh attached to the skeleton */
  44520. mesh: AbstractMesh;
  44521. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44522. autoUpdateBonesMatrices: boolean;
  44523. /** defines the rendering group id to use with the viewer */
  44524. renderingGroupId: number;
  44525. /** Gets or sets the color used to render the skeleton */
  44526. color: Color3;
  44527. private _scene;
  44528. private _debugLines;
  44529. private _debugMesh;
  44530. private _isEnabled;
  44531. private _renderFunction;
  44532. private _utilityLayer;
  44533. /**
  44534. * Returns the mesh used to render the bones
  44535. */
  44536. readonly debugMesh: Nullable<LinesMesh>;
  44537. /**
  44538. * Creates a new SkeletonViewer
  44539. * @param skeleton defines the skeleton to render
  44540. * @param mesh defines the mesh attached to the skeleton
  44541. * @param scene defines the hosting scene
  44542. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44543. * @param renderingGroupId defines the rendering group id to use with the viewer
  44544. */
  44545. constructor(
  44546. /** defines the skeleton to render */
  44547. skeleton: Skeleton,
  44548. /** defines the mesh attached to the skeleton */
  44549. mesh: AbstractMesh, scene: Scene,
  44550. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44551. autoUpdateBonesMatrices?: boolean,
  44552. /** defines the rendering group id to use with the viewer */
  44553. renderingGroupId?: number);
  44554. /** Gets or sets a boolean indicating if the viewer is enabled */
  44555. isEnabled: boolean;
  44556. private _getBonePosition;
  44557. private _getLinesForBonesWithLength;
  44558. private _getLinesForBonesNoLength;
  44559. /** Update the viewer to sync with current skeleton state */
  44560. update(): void;
  44561. /** Release associated resources */
  44562. dispose(): void;
  44563. }
  44564. }
  44565. declare module "babylonjs/Debug/index" {
  44566. export * from "babylonjs/Debug/axesViewer";
  44567. export * from "babylonjs/Debug/boneAxesViewer";
  44568. export * from "babylonjs/Debug/debugLayer";
  44569. export * from "babylonjs/Debug/physicsViewer";
  44570. export * from "babylonjs/Debug/rayHelper";
  44571. export * from "babylonjs/Debug/skeletonViewer";
  44572. }
  44573. declare module "babylonjs/Engines/nullEngine" {
  44574. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44575. import { Scene } from "babylonjs/scene";
  44576. import { Engine } from "babylonjs/Engines/engine";
  44577. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44578. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44579. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44580. import { Effect } from "babylonjs/Materials/effect";
  44581. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44582. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44583. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44584. /**
  44585. * Options to create the null engine
  44586. */
  44587. export class NullEngineOptions {
  44588. /**
  44589. * Render width (Default: 512)
  44590. */
  44591. renderWidth: number;
  44592. /**
  44593. * Render height (Default: 256)
  44594. */
  44595. renderHeight: number;
  44596. /**
  44597. * Texture size (Default: 512)
  44598. */
  44599. textureSize: number;
  44600. /**
  44601. * If delta time between frames should be constant
  44602. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44603. */
  44604. deterministicLockstep: boolean;
  44605. /**
  44606. * Maximum about of steps between frames (Default: 4)
  44607. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44608. */
  44609. lockstepMaxSteps: number;
  44610. }
  44611. /**
  44612. * The null engine class provides support for headless version of babylon.js.
  44613. * This can be used in server side scenario or for testing purposes
  44614. */
  44615. export class NullEngine extends Engine {
  44616. private _options;
  44617. /**
  44618. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44619. */
  44620. isDeterministicLockStep(): boolean;
  44621. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44622. getLockstepMaxSteps(): number;
  44623. /**
  44624. * Sets hardware scaling, used to save performance if needed
  44625. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44626. */
  44627. getHardwareScalingLevel(): number;
  44628. constructor(options?: NullEngineOptions);
  44629. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44630. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44631. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44632. getRenderWidth(useScreen?: boolean): number;
  44633. getRenderHeight(useScreen?: boolean): number;
  44634. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44635. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44636. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44637. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44638. bindSamplers(effect: Effect): void;
  44639. enableEffect(effect: Effect): void;
  44640. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44641. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44642. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44643. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44644. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44645. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44646. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44647. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44648. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44649. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44650. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44651. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44652. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44653. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44654. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44655. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44656. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44657. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44658. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44659. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44660. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44661. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44662. bindBuffers(vertexBuffers: {
  44663. [key: string]: VertexBuffer;
  44664. }, indexBuffer: DataBuffer, effect: Effect): void;
  44665. wipeCaches(bruteForce?: boolean): void;
  44666. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44667. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44668. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44669. /** @hidden */
  44670. _createTexture(): WebGLTexture;
  44671. /** @hidden */
  44672. _releaseTexture(texture: InternalTexture): void;
  44673. 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;
  44674. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44675. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44676. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44677. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44678. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44679. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44680. areAllEffectsReady(): boolean;
  44681. /**
  44682. * @hidden
  44683. * Get the current error code of the webGL context
  44684. * @returns the error code
  44685. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44686. */
  44687. getError(): number;
  44688. /** @hidden */
  44689. _getUnpackAlignement(): number;
  44690. /** @hidden */
  44691. _unpackFlipY(value: boolean): void;
  44692. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44693. /**
  44694. * Updates a dynamic vertex buffer.
  44695. * @param vertexBuffer the vertex buffer to update
  44696. * @param data the data used to update the vertex buffer
  44697. * @param byteOffset the byte offset of the data (optional)
  44698. * @param byteLength the byte length of the data (optional)
  44699. */
  44700. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44701. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44702. /** @hidden */
  44703. _bindTexture(channel: number, texture: InternalTexture): void;
  44704. /** @hidden */
  44705. _releaseBuffer(buffer: DataBuffer): boolean;
  44706. releaseEffects(): void;
  44707. displayLoadingUI(): void;
  44708. hideLoadingUI(): void;
  44709. /** @hidden */
  44710. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44711. /** @hidden */
  44712. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44713. /** @hidden */
  44714. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44715. /** @hidden */
  44716. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44717. }
  44718. }
  44719. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44720. import { Nullable, int } from "babylonjs/types";
  44721. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44722. /** @hidden */
  44723. export class _OcclusionDataStorage {
  44724. /** @hidden */
  44725. occlusionInternalRetryCounter: number;
  44726. /** @hidden */
  44727. isOcclusionQueryInProgress: boolean;
  44728. /** @hidden */
  44729. isOccluded: boolean;
  44730. /** @hidden */
  44731. occlusionRetryCount: number;
  44732. /** @hidden */
  44733. occlusionType: number;
  44734. /** @hidden */
  44735. occlusionQueryAlgorithmType: number;
  44736. }
  44737. module "babylonjs/Engines/engine" {
  44738. interface Engine {
  44739. /**
  44740. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44741. * @return the new query
  44742. */
  44743. createQuery(): WebGLQuery;
  44744. /**
  44745. * Delete and release a webGL query
  44746. * @param query defines the query to delete
  44747. * @return the current engine
  44748. */
  44749. deleteQuery(query: WebGLQuery): Engine;
  44750. /**
  44751. * Check if a given query has resolved and got its value
  44752. * @param query defines the query to check
  44753. * @returns true if the query got its value
  44754. */
  44755. isQueryResultAvailable(query: WebGLQuery): boolean;
  44756. /**
  44757. * Gets the value of a given query
  44758. * @param query defines the query to check
  44759. * @returns the value of the query
  44760. */
  44761. getQueryResult(query: WebGLQuery): number;
  44762. /**
  44763. * Initiates an occlusion query
  44764. * @param algorithmType defines the algorithm to use
  44765. * @param query defines the query to use
  44766. * @returns the current engine
  44767. * @see http://doc.babylonjs.com/features/occlusionquery
  44768. */
  44769. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44770. /**
  44771. * Ends an occlusion query
  44772. * @see http://doc.babylonjs.com/features/occlusionquery
  44773. * @param algorithmType defines the algorithm to use
  44774. * @returns the current engine
  44775. */
  44776. endOcclusionQuery(algorithmType: number): Engine;
  44777. /**
  44778. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44779. * Please note that only one query can be issued at a time
  44780. * @returns a time token used to track the time span
  44781. */
  44782. startTimeQuery(): Nullable<_TimeToken>;
  44783. /**
  44784. * Ends a time query
  44785. * @param token defines the token used to measure the time span
  44786. * @returns the time spent (in ns)
  44787. */
  44788. endTimeQuery(token: _TimeToken): int;
  44789. /** @hidden */
  44790. _currentNonTimestampToken: Nullable<_TimeToken>;
  44791. /** @hidden */
  44792. _createTimeQuery(): WebGLQuery;
  44793. /** @hidden */
  44794. _deleteTimeQuery(query: WebGLQuery): void;
  44795. /** @hidden */
  44796. _getGlAlgorithmType(algorithmType: number): number;
  44797. /** @hidden */
  44798. _getTimeQueryResult(query: WebGLQuery): any;
  44799. /** @hidden */
  44800. _getTimeQueryAvailability(query: WebGLQuery): any;
  44801. }
  44802. }
  44803. module "babylonjs/Meshes/abstractMesh" {
  44804. interface AbstractMesh {
  44805. /**
  44806. * Backing filed
  44807. * @hidden
  44808. */
  44809. __occlusionDataStorage: _OcclusionDataStorage;
  44810. /**
  44811. * Access property
  44812. * @hidden
  44813. */
  44814. _occlusionDataStorage: _OcclusionDataStorage;
  44815. /**
  44816. * 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.
  44817. * The default value is -1 which means don't break the query and wait till the result
  44818. * @see http://doc.babylonjs.com/features/occlusionquery
  44819. */
  44820. occlusionRetryCount: number;
  44821. /**
  44822. * 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:
  44823. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44824. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44825. * * 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.
  44826. * @see http://doc.babylonjs.com/features/occlusionquery
  44827. */
  44828. occlusionType: number;
  44829. /**
  44830. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44831. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44832. * * 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.
  44833. * @see http://doc.babylonjs.com/features/occlusionquery
  44834. */
  44835. occlusionQueryAlgorithmType: number;
  44836. /**
  44837. * 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
  44838. * @see http://doc.babylonjs.com/features/occlusionquery
  44839. */
  44840. isOccluded: boolean;
  44841. /**
  44842. * Flag to check the progress status of the query
  44843. * @see http://doc.babylonjs.com/features/occlusionquery
  44844. */
  44845. isOcclusionQueryInProgress: boolean;
  44846. }
  44847. }
  44848. }
  44849. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44850. import { Nullable } from "babylonjs/types";
  44851. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44852. /** @hidden */
  44853. export var _forceTransformFeedbackToBundle: boolean;
  44854. module "babylonjs/Engines/engine" {
  44855. interface Engine {
  44856. /**
  44857. * Creates a webGL transform feedback object
  44858. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44859. * @returns the webGL transform feedback object
  44860. */
  44861. createTransformFeedback(): WebGLTransformFeedback;
  44862. /**
  44863. * Delete a webGL transform feedback object
  44864. * @param value defines the webGL transform feedback object to delete
  44865. */
  44866. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44867. /**
  44868. * Bind a webGL transform feedback object to the webgl context
  44869. * @param value defines the webGL transform feedback object to bind
  44870. */
  44871. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44872. /**
  44873. * Begins a transform feedback operation
  44874. * @param usePoints defines if points or triangles must be used
  44875. */
  44876. beginTransformFeedback(usePoints: boolean): void;
  44877. /**
  44878. * Ends a transform feedback operation
  44879. */
  44880. endTransformFeedback(): void;
  44881. /**
  44882. * Specify the varyings to use with transform feedback
  44883. * @param program defines the associated webGL program
  44884. * @param value defines the list of strings representing the varying names
  44885. */
  44886. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44887. /**
  44888. * Bind a webGL buffer for a transform feedback operation
  44889. * @param value defines the webGL buffer to bind
  44890. */
  44891. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44892. }
  44893. }
  44894. }
  44895. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44896. import { Scene } from "babylonjs/scene";
  44897. import { Engine } from "babylonjs/Engines/engine";
  44898. import { Texture } from "babylonjs/Materials/Textures/texture";
  44899. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44900. import "babylonjs/Engines/Extensions/engine.multiRender";
  44901. /**
  44902. * Creation options of the multi render target texture.
  44903. */
  44904. export interface IMultiRenderTargetOptions {
  44905. /**
  44906. * Define if the texture needs to create mip maps after render.
  44907. */
  44908. generateMipMaps?: boolean;
  44909. /**
  44910. * Define the types of all the draw buffers we want to create
  44911. */
  44912. types?: number[];
  44913. /**
  44914. * Define the sampling modes of all the draw buffers we want to create
  44915. */
  44916. samplingModes?: number[];
  44917. /**
  44918. * Define if a depth buffer is required
  44919. */
  44920. generateDepthBuffer?: boolean;
  44921. /**
  44922. * Define if a stencil buffer is required
  44923. */
  44924. generateStencilBuffer?: boolean;
  44925. /**
  44926. * Define if a depth texture is required instead of a depth buffer
  44927. */
  44928. generateDepthTexture?: boolean;
  44929. /**
  44930. * Define the number of desired draw buffers
  44931. */
  44932. textureCount?: number;
  44933. /**
  44934. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44935. */
  44936. doNotChangeAspectRatio?: boolean;
  44937. /**
  44938. * Define the default type of the buffers we are creating
  44939. */
  44940. defaultType?: number;
  44941. }
  44942. /**
  44943. * A multi render target, like a render target provides the ability to render to a texture.
  44944. * Unlike the render target, it can render to several draw buffers in one draw.
  44945. * This is specially interesting in deferred rendering or for any effects requiring more than
  44946. * just one color from a single pass.
  44947. */
  44948. export class MultiRenderTarget extends RenderTargetTexture {
  44949. private _internalTextures;
  44950. private _textures;
  44951. private _multiRenderTargetOptions;
  44952. /**
  44953. * Get if draw buffers are currently supported by the used hardware and browser.
  44954. */
  44955. readonly isSupported: boolean;
  44956. /**
  44957. * Get the list of textures generated by the multi render target.
  44958. */
  44959. readonly textures: Texture[];
  44960. /**
  44961. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  44962. */
  44963. readonly depthTexture: Texture;
  44964. /**
  44965. * Set the wrapping mode on U of all the textures we are rendering to.
  44966. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44967. */
  44968. wrapU: number;
  44969. /**
  44970. * Set the wrapping mode on V of all the textures we are rendering to.
  44971. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44972. */
  44973. wrapV: number;
  44974. /**
  44975. * Instantiate a new multi render target texture.
  44976. * A multi render target, like a render target provides the ability to render to a texture.
  44977. * Unlike the render target, it can render to several draw buffers in one draw.
  44978. * This is specially interesting in deferred rendering or for any effects requiring more than
  44979. * just one color from a single pass.
  44980. * @param name Define the name of the texture
  44981. * @param size Define the size of the buffers to render to
  44982. * @param count Define the number of target we are rendering into
  44983. * @param scene Define the scene the texture belongs to
  44984. * @param options Define the options used to create the multi render target
  44985. */
  44986. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  44987. /** @hidden */
  44988. _rebuild(): void;
  44989. private _createInternalTextures;
  44990. private _createTextures;
  44991. /**
  44992. * Define the number of samples used if MSAA is enabled.
  44993. */
  44994. samples: number;
  44995. /**
  44996. * Resize all the textures in the multi render target.
  44997. * Be carrefull as it will recreate all the data in the new texture.
  44998. * @param size Define the new size
  44999. */
  45000. resize(size: any): void;
  45001. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45002. /**
  45003. * Dispose the render targets and their associated resources
  45004. */
  45005. dispose(): void;
  45006. /**
  45007. * Release all the underlying texture used as draw buffers.
  45008. */
  45009. releaseInternalTextures(): void;
  45010. }
  45011. }
  45012. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45013. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45014. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45015. import { Nullable } from "babylonjs/types";
  45016. module "babylonjs/Engines/engine" {
  45017. interface Engine {
  45018. /**
  45019. * Unbind a list of render target textures from the webGL context
  45020. * This is used only when drawBuffer extension or webGL2 are active
  45021. * @param textures defines the render target textures to unbind
  45022. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45023. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45024. */
  45025. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45026. /**
  45027. * Create a multi render target texture
  45028. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45029. * @param size defines the size of the texture
  45030. * @param options defines the creation options
  45031. * @returns the cube texture as an InternalTexture
  45032. */
  45033. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45034. /**
  45035. * Update the sample count for a given multiple render target texture
  45036. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45037. * @param textures defines the textures to update
  45038. * @param samples defines the sample count to set
  45039. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45040. */
  45041. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45042. }
  45043. }
  45044. }
  45045. declare module "babylonjs/Engines/Extensions/index" {
  45046. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45047. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45048. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45049. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45050. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45051. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45052. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45053. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45054. }
  45055. declare module "babylonjs/Engines/index" {
  45056. export * from "babylonjs/Engines/constants";
  45057. export * from "babylonjs/Engines/engine";
  45058. export * from "babylonjs/Engines/engineStore";
  45059. export * from "babylonjs/Engines/nullEngine";
  45060. export * from "babylonjs/Engines/Extensions/index";
  45061. export * from "babylonjs/Engines/IPipelineContext";
  45062. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45063. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45064. }
  45065. declare module "babylonjs/Events/clipboardEvents" {
  45066. /**
  45067. * Gather the list of clipboard event types as constants.
  45068. */
  45069. export class ClipboardEventTypes {
  45070. /**
  45071. * The clipboard event is fired when a copy command is active (pressed).
  45072. */
  45073. static readonly COPY: number;
  45074. /**
  45075. * The clipboard event is fired when a cut command is active (pressed).
  45076. */
  45077. static readonly CUT: number;
  45078. /**
  45079. * The clipboard event is fired when a paste command is active (pressed).
  45080. */
  45081. static readonly PASTE: number;
  45082. }
  45083. /**
  45084. * This class is used to store clipboard related info for the onClipboardObservable event.
  45085. */
  45086. export class ClipboardInfo {
  45087. /**
  45088. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45089. */
  45090. type: number;
  45091. /**
  45092. * Defines the related dom event
  45093. */
  45094. event: ClipboardEvent;
  45095. /**
  45096. *Creates an instance of ClipboardInfo.
  45097. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45098. * @param event Defines the related dom event
  45099. */
  45100. constructor(
  45101. /**
  45102. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45103. */
  45104. type: number,
  45105. /**
  45106. * Defines the related dom event
  45107. */
  45108. event: ClipboardEvent);
  45109. /**
  45110. * Get the clipboard event's type from the keycode.
  45111. * @param keyCode Defines the keyCode for the current keyboard event.
  45112. * @return {number}
  45113. */
  45114. static GetTypeFromCharacter(keyCode: number): number;
  45115. }
  45116. }
  45117. declare module "babylonjs/Events/index" {
  45118. export * from "babylonjs/Events/keyboardEvents";
  45119. export * from "babylonjs/Events/pointerEvents";
  45120. export * from "babylonjs/Events/clipboardEvents";
  45121. }
  45122. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45123. import { Scene } from "babylonjs/scene";
  45124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45125. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45126. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45127. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45128. /**
  45129. * Google Daydream controller
  45130. */
  45131. export class DaydreamController extends WebVRController {
  45132. /**
  45133. * Base Url for the controller model.
  45134. */
  45135. static MODEL_BASE_URL: string;
  45136. /**
  45137. * File name for the controller model.
  45138. */
  45139. static MODEL_FILENAME: string;
  45140. /**
  45141. * Gamepad Id prefix used to identify Daydream Controller.
  45142. */
  45143. static readonly GAMEPAD_ID_PREFIX: string;
  45144. /**
  45145. * Creates a new DaydreamController from a gamepad
  45146. * @param vrGamepad the gamepad that the controller should be created from
  45147. */
  45148. constructor(vrGamepad: any);
  45149. /**
  45150. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45151. * @param scene scene in which to add meshes
  45152. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45153. */
  45154. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45155. /**
  45156. * Called once for each button that changed state since the last frame
  45157. * @param buttonIdx Which button index changed
  45158. * @param state New state of the button
  45159. * @param changes Which properties on the state changed since last frame
  45160. */
  45161. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45162. }
  45163. }
  45164. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45165. import { Scene } from "babylonjs/scene";
  45166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45167. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45168. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45169. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45170. /**
  45171. * Gear VR Controller
  45172. */
  45173. export class GearVRController extends WebVRController {
  45174. /**
  45175. * Base Url for the controller model.
  45176. */
  45177. static MODEL_BASE_URL: string;
  45178. /**
  45179. * File name for the controller model.
  45180. */
  45181. static MODEL_FILENAME: string;
  45182. /**
  45183. * Gamepad Id prefix used to identify this controller.
  45184. */
  45185. static readonly GAMEPAD_ID_PREFIX: string;
  45186. private readonly _buttonIndexToObservableNameMap;
  45187. /**
  45188. * Creates a new GearVRController from a gamepad
  45189. * @param vrGamepad the gamepad that the controller should be created from
  45190. */
  45191. constructor(vrGamepad: any);
  45192. /**
  45193. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45194. * @param scene scene in which to add meshes
  45195. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45196. */
  45197. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45198. /**
  45199. * Called once for each button that changed state since the last frame
  45200. * @param buttonIdx Which button index changed
  45201. * @param state New state of the button
  45202. * @param changes Which properties on the state changed since last frame
  45203. */
  45204. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45205. }
  45206. }
  45207. declare module "babylonjs/Gamepads/Controllers/index" {
  45208. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45209. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45210. export * from "babylonjs/Gamepads/Controllers/genericController";
  45211. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45212. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45213. export * from "babylonjs/Gamepads/Controllers/viveController";
  45214. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45215. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45216. }
  45217. declare module "babylonjs/Gamepads/index" {
  45218. export * from "babylonjs/Gamepads/Controllers/index";
  45219. export * from "babylonjs/Gamepads/gamepad";
  45220. export * from "babylonjs/Gamepads/gamepadManager";
  45221. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45222. export * from "babylonjs/Gamepads/xboxGamepad";
  45223. }
  45224. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45225. import { Scene } from "babylonjs/scene";
  45226. import { Vector4 } from "babylonjs/Maths/math.vector";
  45227. import { Color4 } from "babylonjs/Maths/math.color";
  45228. import { Mesh } from "babylonjs/Meshes/mesh";
  45229. import { Nullable } from "babylonjs/types";
  45230. /**
  45231. * Class containing static functions to help procedurally build meshes
  45232. */
  45233. export class PolyhedronBuilder {
  45234. /**
  45235. * Creates a polyhedron mesh
  45236. * * 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
  45237. * * The parameter `size` (positive float, default 1) sets the polygon size
  45238. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45239. * * 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`
  45240. * * 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
  45241. * * 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)`)
  45242. * * 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
  45243. * * 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
  45244. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45245. * * 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
  45246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45247. * @param name defines the name of the mesh
  45248. * @param options defines the options used to create the mesh
  45249. * @param scene defines the hosting scene
  45250. * @returns the polyhedron mesh
  45251. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45252. */
  45253. static CreatePolyhedron(name: string, options: {
  45254. type?: number;
  45255. size?: number;
  45256. sizeX?: number;
  45257. sizeY?: number;
  45258. sizeZ?: number;
  45259. custom?: any;
  45260. faceUV?: Vector4[];
  45261. faceColors?: Color4[];
  45262. flat?: boolean;
  45263. updatable?: boolean;
  45264. sideOrientation?: number;
  45265. frontUVs?: Vector4;
  45266. backUVs?: Vector4;
  45267. }, scene?: Nullable<Scene>): Mesh;
  45268. }
  45269. }
  45270. declare module "babylonjs/Gizmos/scaleGizmo" {
  45271. import { Observable } from "babylonjs/Misc/observable";
  45272. import { Nullable } from "babylonjs/types";
  45273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45274. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45275. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45276. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45277. /**
  45278. * Gizmo that enables scaling a mesh along 3 axis
  45279. */
  45280. export class ScaleGizmo extends Gizmo {
  45281. /**
  45282. * Internal gizmo used for interactions on the x axis
  45283. */
  45284. xGizmo: AxisScaleGizmo;
  45285. /**
  45286. * Internal gizmo used for interactions on the y axis
  45287. */
  45288. yGizmo: AxisScaleGizmo;
  45289. /**
  45290. * Internal gizmo used for interactions on the z axis
  45291. */
  45292. zGizmo: AxisScaleGizmo;
  45293. /**
  45294. * Internal gizmo used to scale all axis equally
  45295. */
  45296. uniformScaleGizmo: AxisScaleGizmo;
  45297. private _meshAttached;
  45298. private _updateGizmoRotationToMatchAttachedMesh;
  45299. private _snapDistance;
  45300. private _scaleRatio;
  45301. private _uniformScalingMesh;
  45302. private _octahedron;
  45303. /** Fires an event when any of it's sub gizmos are dragged */
  45304. onDragStartObservable: Observable<unknown>;
  45305. /** Fires an event when any of it's sub gizmos are released from dragging */
  45306. onDragEndObservable: Observable<unknown>;
  45307. attachedMesh: Nullable<AbstractMesh>;
  45308. /**
  45309. * Creates a ScaleGizmo
  45310. * @param gizmoLayer The utility layer the gizmo will be added to
  45311. */
  45312. constructor(gizmoLayer?: UtilityLayerRenderer);
  45313. updateGizmoRotationToMatchAttachedMesh: boolean;
  45314. /**
  45315. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45316. */
  45317. snapDistance: number;
  45318. /**
  45319. * Ratio for the scale of the gizmo (Default: 1)
  45320. */
  45321. scaleRatio: number;
  45322. /**
  45323. * Disposes of the gizmo
  45324. */
  45325. dispose(): void;
  45326. }
  45327. }
  45328. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45329. import { Observable } from "babylonjs/Misc/observable";
  45330. import { Nullable } from "babylonjs/types";
  45331. import { Vector3 } from "babylonjs/Maths/math.vector";
  45332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45333. import { Mesh } from "babylonjs/Meshes/mesh";
  45334. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45335. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45336. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45337. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45338. import { Color3 } from "babylonjs/Maths/math.color";
  45339. /**
  45340. * Single axis scale gizmo
  45341. */
  45342. export class AxisScaleGizmo extends Gizmo {
  45343. /**
  45344. * Drag behavior responsible for the gizmos dragging interactions
  45345. */
  45346. dragBehavior: PointerDragBehavior;
  45347. private _pointerObserver;
  45348. /**
  45349. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45350. */
  45351. snapDistance: number;
  45352. /**
  45353. * Event that fires each time the gizmo snaps to a new location.
  45354. * * snapDistance is the the change in distance
  45355. */
  45356. onSnapObservable: Observable<{
  45357. snapDistance: number;
  45358. }>;
  45359. /**
  45360. * If the scaling operation should be done on all axis (default: false)
  45361. */
  45362. uniformScaling: boolean;
  45363. private _isEnabled;
  45364. private _parent;
  45365. private _arrow;
  45366. private _coloredMaterial;
  45367. private _hoverMaterial;
  45368. /**
  45369. * Creates an AxisScaleGizmo
  45370. * @param gizmoLayer The utility layer the gizmo will be added to
  45371. * @param dragAxis The axis which the gizmo will be able to scale on
  45372. * @param color The color of the gizmo
  45373. */
  45374. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45375. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45376. /**
  45377. * If the gizmo is enabled
  45378. */
  45379. isEnabled: boolean;
  45380. /**
  45381. * Disposes of the gizmo
  45382. */
  45383. dispose(): void;
  45384. /**
  45385. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45386. * @param mesh The mesh to replace the default mesh of the gizmo
  45387. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45388. */
  45389. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45390. }
  45391. }
  45392. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45393. import { Observable } from "babylonjs/Misc/observable";
  45394. import { Nullable } from "babylonjs/types";
  45395. import { Vector3 } from "babylonjs/Maths/math.vector";
  45396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45397. import { Mesh } from "babylonjs/Meshes/mesh";
  45398. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45399. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45400. import { Color3 } from "babylonjs/Maths/math.color";
  45401. import "babylonjs/Meshes/Builders/boxBuilder";
  45402. /**
  45403. * Bounding box gizmo
  45404. */
  45405. export class BoundingBoxGizmo extends Gizmo {
  45406. private _lineBoundingBox;
  45407. private _rotateSpheresParent;
  45408. private _scaleBoxesParent;
  45409. private _boundingDimensions;
  45410. private _renderObserver;
  45411. private _pointerObserver;
  45412. private _scaleDragSpeed;
  45413. private _tmpQuaternion;
  45414. private _tmpVector;
  45415. private _tmpRotationMatrix;
  45416. /**
  45417. * 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)
  45418. */
  45419. ignoreChildren: boolean;
  45420. /**
  45421. * 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)
  45422. */
  45423. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45424. /**
  45425. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45426. */
  45427. rotationSphereSize: number;
  45428. /**
  45429. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45430. */
  45431. scaleBoxSize: number;
  45432. /**
  45433. * 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)
  45434. */
  45435. fixedDragMeshScreenSize: boolean;
  45436. /**
  45437. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45438. */
  45439. fixedDragMeshScreenSizeDistanceFactor: number;
  45440. /**
  45441. * Fired when a rotation sphere or scale box is dragged
  45442. */
  45443. onDragStartObservable: Observable<{}>;
  45444. /**
  45445. * Fired when a scale box is dragged
  45446. */
  45447. onScaleBoxDragObservable: Observable<{}>;
  45448. /**
  45449. * Fired when a scale box drag is ended
  45450. */
  45451. onScaleBoxDragEndObservable: Observable<{}>;
  45452. /**
  45453. * Fired when a rotation sphere is dragged
  45454. */
  45455. onRotationSphereDragObservable: Observable<{}>;
  45456. /**
  45457. * Fired when a rotation sphere drag is ended
  45458. */
  45459. onRotationSphereDragEndObservable: Observable<{}>;
  45460. /**
  45461. * 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)
  45462. */
  45463. scalePivot: Nullable<Vector3>;
  45464. /**
  45465. * Mesh used as a pivot to rotate the attached mesh
  45466. */
  45467. private _anchorMesh;
  45468. private _existingMeshScale;
  45469. private _dragMesh;
  45470. private pointerDragBehavior;
  45471. private coloredMaterial;
  45472. private hoverColoredMaterial;
  45473. /**
  45474. * Sets the color of the bounding box gizmo
  45475. * @param color the color to set
  45476. */
  45477. setColor(color: Color3): void;
  45478. /**
  45479. * Creates an BoundingBoxGizmo
  45480. * @param gizmoLayer The utility layer the gizmo will be added to
  45481. * @param color The color of the gizmo
  45482. */
  45483. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45484. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45485. private _selectNode;
  45486. /**
  45487. * Updates the bounding box information for the Gizmo
  45488. */
  45489. updateBoundingBox(): void;
  45490. private _updateRotationSpheres;
  45491. private _updateScaleBoxes;
  45492. /**
  45493. * Enables rotation on the specified axis and disables rotation on the others
  45494. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45495. */
  45496. setEnabledRotationAxis(axis: string): void;
  45497. /**
  45498. * Enables/disables scaling
  45499. * @param enable if scaling should be enabled
  45500. */
  45501. setEnabledScaling(enable: boolean): void;
  45502. private _updateDummy;
  45503. /**
  45504. * Enables a pointer drag behavior on the bounding box of the gizmo
  45505. */
  45506. enableDragBehavior(): void;
  45507. /**
  45508. * Disposes of the gizmo
  45509. */
  45510. dispose(): void;
  45511. /**
  45512. * 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)
  45513. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45514. * @returns the bounding box mesh with the passed in mesh as a child
  45515. */
  45516. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45517. /**
  45518. * CustomMeshes are not supported by this gizmo
  45519. * @param mesh The mesh to replace the default mesh of the gizmo
  45520. */
  45521. setCustomMesh(mesh: Mesh): void;
  45522. }
  45523. }
  45524. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45525. import { Observable } from "babylonjs/Misc/observable";
  45526. import { Nullable } from "babylonjs/types";
  45527. import { Vector3 } from "babylonjs/Maths/math.vector";
  45528. import { Color3 } from "babylonjs/Maths/math.color";
  45529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45530. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45531. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45532. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45533. import "babylonjs/Meshes/Builders/linesBuilder";
  45534. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45535. /**
  45536. * Single plane rotation gizmo
  45537. */
  45538. export class PlaneRotationGizmo extends Gizmo {
  45539. /**
  45540. * Drag behavior responsible for the gizmos dragging interactions
  45541. */
  45542. dragBehavior: PointerDragBehavior;
  45543. private _pointerObserver;
  45544. /**
  45545. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45546. */
  45547. snapDistance: number;
  45548. /**
  45549. * Event that fires each time the gizmo snaps to a new location.
  45550. * * snapDistance is the the change in distance
  45551. */
  45552. onSnapObservable: Observable<{
  45553. snapDistance: number;
  45554. }>;
  45555. private _isEnabled;
  45556. private _parent;
  45557. /**
  45558. * Creates a PlaneRotationGizmo
  45559. * @param gizmoLayer The utility layer the gizmo will be added to
  45560. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45561. * @param color The color of the gizmo
  45562. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45563. */
  45564. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45565. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45566. /**
  45567. * If the gizmo is enabled
  45568. */
  45569. isEnabled: boolean;
  45570. /**
  45571. * Disposes of the gizmo
  45572. */
  45573. dispose(): void;
  45574. }
  45575. }
  45576. declare module "babylonjs/Gizmos/rotationGizmo" {
  45577. import { Observable } from "babylonjs/Misc/observable";
  45578. import { Nullable } from "babylonjs/types";
  45579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45580. import { Mesh } from "babylonjs/Meshes/mesh";
  45581. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45582. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45583. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45584. /**
  45585. * Gizmo that enables rotating a mesh along 3 axis
  45586. */
  45587. export class RotationGizmo extends Gizmo {
  45588. /**
  45589. * Internal gizmo used for interactions on the x axis
  45590. */
  45591. xGizmo: PlaneRotationGizmo;
  45592. /**
  45593. * Internal gizmo used for interactions on the y axis
  45594. */
  45595. yGizmo: PlaneRotationGizmo;
  45596. /**
  45597. * Internal gizmo used for interactions on the z axis
  45598. */
  45599. zGizmo: PlaneRotationGizmo;
  45600. /** Fires an event when any of it's sub gizmos are dragged */
  45601. onDragStartObservable: Observable<unknown>;
  45602. /** Fires an event when any of it's sub gizmos are released from dragging */
  45603. onDragEndObservable: Observable<unknown>;
  45604. private _meshAttached;
  45605. attachedMesh: Nullable<AbstractMesh>;
  45606. /**
  45607. * Creates a RotationGizmo
  45608. * @param gizmoLayer The utility layer the gizmo will be added to
  45609. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45610. */
  45611. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45612. updateGizmoRotationToMatchAttachedMesh: boolean;
  45613. /**
  45614. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45615. */
  45616. snapDistance: number;
  45617. /**
  45618. * Ratio for the scale of the gizmo (Default: 1)
  45619. */
  45620. scaleRatio: number;
  45621. /**
  45622. * Disposes of the gizmo
  45623. */
  45624. dispose(): void;
  45625. /**
  45626. * CustomMeshes are not supported by this gizmo
  45627. * @param mesh The mesh to replace the default mesh of the gizmo
  45628. */
  45629. setCustomMesh(mesh: Mesh): void;
  45630. }
  45631. }
  45632. declare module "babylonjs/Gizmos/gizmoManager" {
  45633. import { Observable } from "babylonjs/Misc/observable";
  45634. import { Nullable } from "babylonjs/types";
  45635. import { Scene, IDisposable } from "babylonjs/scene";
  45636. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45637. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45638. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45639. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45640. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45641. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45642. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45643. /**
  45644. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45645. */
  45646. export class GizmoManager implements IDisposable {
  45647. private scene;
  45648. /**
  45649. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45650. */
  45651. gizmos: {
  45652. positionGizmo: Nullable<PositionGizmo>;
  45653. rotationGizmo: Nullable<RotationGizmo>;
  45654. scaleGizmo: Nullable<ScaleGizmo>;
  45655. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45656. };
  45657. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45658. clearGizmoOnEmptyPointerEvent: boolean;
  45659. /** Fires an event when the manager is attached to a mesh */
  45660. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45661. private _gizmosEnabled;
  45662. private _pointerObserver;
  45663. private _attachedMesh;
  45664. private _boundingBoxColor;
  45665. private _defaultUtilityLayer;
  45666. private _defaultKeepDepthUtilityLayer;
  45667. /**
  45668. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45669. */
  45670. boundingBoxDragBehavior: SixDofDragBehavior;
  45671. /**
  45672. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45673. */
  45674. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45675. /**
  45676. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45677. */
  45678. usePointerToAttachGizmos: boolean;
  45679. /**
  45680. * Utility layer that the bounding box gizmo belongs to
  45681. */
  45682. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45683. /**
  45684. * Utility layer that all gizmos besides bounding box belong to
  45685. */
  45686. readonly utilityLayer: UtilityLayerRenderer;
  45687. /**
  45688. * Instatiates a gizmo manager
  45689. * @param scene the scene to overlay the gizmos on top of
  45690. */
  45691. constructor(scene: Scene);
  45692. /**
  45693. * Attaches a set of gizmos to the specified mesh
  45694. * @param mesh The mesh the gizmo's should be attached to
  45695. */
  45696. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45697. /**
  45698. * If the position gizmo is enabled
  45699. */
  45700. positionGizmoEnabled: boolean;
  45701. /**
  45702. * If the rotation gizmo is enabled
  45703. */
  45704. rotationGizmoEnabled: boolean;
  45705. /**
  45706. * If the scale gizmo is enabled
  45707. */
  45708. scaleGizmoEnabled: boolean;
  45709. /**
  45710. * If the boundingBox gizmo is enabled
  45711. */
  45712. boundingBoxGizmoEnabled: boolean;
  45713. /**
  45714. * Disposes of the gizmo manager
  45715. */
  45716. dispose(): void;
  45717. }
  45718. }
  45719. declare module "babylonjs/Lights/directionalLight" {
  45720. import { Camera } from "babylonjs/Cameras/camera";
  45721. import { Scene } from "babylonjs/scene";
  45722. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45723. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45724. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45725. import { Effect } from "babylonjs/Materials/effect";
  45726. /**
  45727. * A directional light is defined by a direction (what a surprise!).
  45728. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45729. * 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.
  45730. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45731. */
  45732. export class DirectionalLight extends ShadowLight {
  45733. private _shadowFrustumSize;
  45734. /**
  45735. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45736. */
  45737. /**
  45738. * Specifies a fix frustum size for the shadow generation.
  45739. */
  45740. shadowFrustumSize: number;
  45741. private _shadowOrthoScale;
  45742. /**
  45743. * Gets the shadow projection scale against the optimal computed one.
  45744. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45745. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45746. */
  45747. /**
  45748. * Sets the shadow projection scale against the optimal computed one.
  45749. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45750. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45751. */
  45752. shadowOrthoScale: number;
  45753. /**
  45754. * Automatically compute the projection matrix to best fit (including all the casters)
  45755. * on each frame.
  45756. */
  45757. autoUpdateExtends: boolean;
  45758. private _orthoLeft;
  45759. private _orthoRight;
  45760. private _orthoTop;
  45761. private _orthoBottom;
  45762. /**
  45763. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45764. * The directional light is emitted from everywhere in the given direction.
  45765. * It can cast shadows.
  45766. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45767. * @param name The friendly name of the light
  45768. * @param direction The direction of the light
  45769. * @param scene The scene the light belongs to
  45770. */
  45771. constructor(name: string, direction: Vector3, scene: Scene);
  45772. /**
  45773. * Returns the string "DirectionalLight".
  45774. * @return The class name
  45775. */
  45776. getClassName(): string;
  45777. /**
  45778. * Returns the integer 1.
  45779. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45780. */
  45781. getTypeID(): number;
  45782. /**
  45783. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45784. * Returns the DirectionalLight Shadow projection matrix.
  45785. */
  45786. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45787. /**
  45788. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45789. * Returns the DirectionalLight Shadow projection matrix.
  45790. */
  45791. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45792. /**
  45793. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45794. * Returns the DirectionalLight Shadow projection matrix.
  45795. */
  45796. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45797. protected _buildUniformLayout(): void;
  45798. /**
  45799. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45800. * @param effect The effect to update
  45801. * @param lightIndex The index of the light in the effect to update
  45802. * @returns The directional light
  45803. */
  45804. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45805. /**
  45806. * Gets the minZ used for shadow according to both the scene and the light.
  45807. *
  45808. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45809. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45810. * @param activeCamera The camera we are returning the min for
  45811. * @returns the depth min z
  45812. */
  45813. getDepthMinZ(activeCamera: Camera): number;
  45814. /**
  45815. * Gets the maxZ used for shadow according to both the scene and the light.
  45816. *
  45817. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45818. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45819. * @param activeCamera The camera we are returning the max for
  45820. * @returns the depth max z
  45821. */
  45822. getDepthMaxZ(activeCamera: Camera): number;
  45823. /**
  45824. * Prepares the list of defines specific to the light type.
  45825. * @param defines the list of defines
  45826. * @param lightIndex defines the index of the light for the effect
  45827. */
  45828. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45829. }
  45830. }
  45831. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45832. import { Mesh } from "babylonjs/Meshes/mesh";
  45833. /**
  45834. * Class containing static functions to help procedurally build meshes
  45835. */
  45836. export class HemisphereBuilder {
  45837. /**
  45838. * Creates a hemisphere mesh
  45839. * @param name defines the name of the mesh
  45840. * @param options defines the options used to create the mesh
  45841. * @param scene defines the hosting scene
  45842. * @returns the hemisphere mesh
  45843. */
  45844. static CreateHemisphere(name: string, options: {
  45845. segments?: number;
  45846. diameter?: number;
  45847. sideOrientation?: number;
  45848. }, scene: any): Mesh;
  45849. }
  45850. }
  45851. declare module "babylonjs/Lights/spotLight" {
  45852. import { Nullable } from "babylonjs/types";
  45853. import { Scene } from "babylonjs/scene";
  45854. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45856. import { Effect } from "babylonjs/Materials/effect";
  45857. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45858. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45859. /**
  45860. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45861. * These values define a cone of light starting from the position, emitting toward the direction.
  45862. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45863. * and the exponent defines the speed of the decay of the light with distance (reach).
  45864. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45865. */
  45866. export class SpotLight extends ShadowLight {
  45867. private _angle;
  45868. private _innerAngle;
  45869. private _cosHalfAngle;
  45870. private _lightAngleScale;
  45871. private _lightAngleOffset;
  45872. /**
  45873. * Gets the cone angle of the spot light in Radians.
  45874. */
  45875. /**
  45876. * Sets the cone angle of the spot light in Radians.
  45877. */
  45878. angle: number;
  45879. /**
  45880. * Only used in gltf falloff mode, this defines the angle where
  45881. * the directional falloff will start before cutting at angle which could be seen
  45882. * as outer angle.
  45883. */
  45884. /**
  45885. * Only used in gltf falloff mode, this defines the angle where
  45886. * the directional falloff will start before cutting at angle which could be seen
  45887. * as outer angle.
  45888. */
  45889. innerAngle: number;
  45890. private _shadowAngleScale;
  45891. /**
  45892. * Allows scaling the angle of the light for shadow generation only.
  45893. */
  45894. /**
  45895. * Allows scaling the angle of the light for shadow generation only.
  45896. */
  45897. shadowAngleScale: number;
  45898. /**
  45899. * The light decay speed with the distance from the emission spot.
  45900. */
  45901. exponent: number;
  45902. private _projectionTextureMatrix;
  45903. /**
  45904. * Allows reading the projecton texture
  45905. */
  45906. readonly projectionTextureMatrix: Matrix;
  45907. protected _projectionTextureLightNear: number;
  45908. /**
  45909. * Gets the near clip of the Spotlight for texture projection.
  45910. */
  45911. /**
  45912. * Sets the near clip of the Spotlight for texture projection.
  45913. */
  45914. projectionTextureLightNear: number;
  45915. protected _projectionTextureLightFar: number;
  45916. /**
  45917. * Gets the far clip of the Spotlight for texture projection.
  45918. */
  45919. /**
  45920. * Sets the far clip of the Spotlight for texture projection.
  45921. */
  45922. projectionTextureLightFar: number;
  45923. protected _projectionTextureUpDirection: Vector3;
  45924. /**
  45925. * Gets the Up vector of the Spotlight for texture projection.
  45926. */
  45927. /**
  45928. * Sets the Up vector of the Spotlight for texture projection.
  45929. */
  45930. projectionTextureUpDirection: Vector3;
  45931. private _projectionTexture;
  45932. /**
  45933. * Gets the projection texture of the light.
  45934. */
  45935. /**
  45936. * Sets the projection texture of the light.
  45937. */
  45938. projectionTexture: Nullable<BaseTexture>;
  45939. private _projectionTextureViewLightDirty;
  45940. private _projectionTextureProjectionLightDirty;
  45941. private _projectionTextureDirty;
  45942. private _projectionTextureViewTargetVector;
  45943. private _projectionTextureViewLightMatrix;
  45944. private _projectionTextureProjectionLightMatrix;
  45945. private _projectionTextureScalingMatrix;
  45946. /**
  45947. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  45948. * It can cast shadows.
  45949. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45950. * @param name The light friendly name
  45951. * @param position The position of the spot light in the scene
  45952. * @param direction The direction of the light in the scene
  45953. * @param angle The cone angle of the light in Radians
  45954. * @param exponent The light decay speed with the distance from the emission spot
  45955. * @param scene The scene the lights belongs to
  45956. */
  45957. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  45958. /**
  45959. * Returns the string "SpotLight".
  45960. * @returns the class name
  45961. */
  45962. getClassName(): string;
  45963. /**
  45964. * Returns the integer 2.
  45965. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45966. */
  45967. getTypeID(): number;
  45968. /**
  45969. * Overrides the direction setter to recompute the projection texture view light Matrix.
  45970. */
  45971. protected _setDirection(value: Vector3): void;
  45972. /**
  45973. * Overrides the position setter to recompute the projection texture view light Matrix.
  45974. */
  45975. protected _setPosition(value: Vector3): void;
  45976. /**
  45977. * 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.
  45978. * Returns the SpotLight.
  45979. */
  45980. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45981. protected _computeProjectionTextureViewLightMatrix(): void;
  45982. protected _computeProjectionTextureProjectionLightMatrix(): void;
  45983. /**
  45984. * Main function for light texture projection matrix computing.
  45985. */
  45986. protected _computeProjectionTextureMatrix(): void;
  45987. protected _buildUniformLayout(): void;
  45988. private _computeAngleValues;
  45989. /**
  45990. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  45991. * @param effect The effect to update
  45992. * @param lightIndex The index of the light in the effect to update
  45993. * @returns The spot light
  45994. */
  45995. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  45996. /**
  45997. * Disposes the light and the associated resources.
  45998. */
  45999. dispose(): void;
  46000. /**
  46001. * Prepares the list of defines specific to the light type.
  46002. * @param defines the list of defines
  46003. * @param lightIndex defines the index of the light for the effect
  46004. */
  46005. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46006. }
  46007. }
  46008. declare module "babylonjs/Gizmos/lightGizmo" {
  46009. import { Nullable } from "babylonjs/types";
  46010. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46011. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46012. import { Light } from "babylonjs/Lights/light";
  46013. /**
  46014. * Gizmo that enables viewing a light
  46015. */
  46016. export class LightGizmo extends Gizmo {
  46017. private _lightMesh;
  46018. private _material;
  46019. private cachedPosition;
  46020. private cachedForward;
  46021. /**
  46022. * Creates a LightGizmo
  46023. * @param gizmoLayer The utility layer the gizmo will be added to
  46024. */
  46025. constructor(gizmoLayer?: UtilityLayerRenderer);
  46026. private _light;
  46027. /**
  46028. * The light that the gizmo is attached to
  46029. */
  46030. light: Nullable<Light>;
  46031. /**
  46032. * @hidden
  46033. * Updates the gizmo to match the attached mesh's position/rotation
  46034. */
  46035. protected _update(): void;
  46036. private static _Scale;
  46037. /**
  46038. * Creates the lines for a light mesh
  46039. */
  46040. private static _createLightLines;
  46041. /**
  46042. * Disposes of the light gizmo
  46043. */
  46044. dispose(): void;
  46045. private static _CreateHemisphericLightMesh;
  46046. private static _CreatePointLightMesh;
  46047. private static _CreateSpotLightMesh;
  46048. private static _CreateDirectionalLightMesh;
  46049. }
  46050. }
  46051. declare module "babylonjs/Gizmos/index" {
  46052. export * from "babylonjs/Gizmos/axisDragGizmo";
  46053. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46054. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46055. export * from "babylonjs/Gizmos/gizmo";
  46056. export * from "babylonjs/Gizmos/gizmoManager";
  46057. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46058. export * from "babylonjs/Gizmos/positionGizmo";
  46059. export * from "babylonjs/Gizmos/rotationGizmo";
  46060. export * from "babylonjs/Gizmos/scaleGizmo";
  46061. export * from "babylonjs/Gizmos/lightGizmo";
  46062. export * from "babylonjs/Gizmos/planeDragGizmo";
  46063. }
  46064. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46065. /** @hidden */
  46066. export var backgroundFragmentDeclaration: {
  46067. name: string;
  46068. shader: string;
  46069. };
  46070. }
  46071. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46072. /** @hidden */
  46073. export var backgroundUboDeclaration: {
  46074. name: string;
  46075. shader: string;
  46076. };
  46077. }
  46078. declare module "babylonjs/Shaders/background.fragment" {
  46079. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46080. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46081. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46082. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46083. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46084. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46085. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46086. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46087. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46088. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46089. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46090. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46091. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46092. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46093. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46094. /** @hidden */
  46095. export var backgroundPixelShader: {
  46096. name: string;
  46097. shader: string;
  46098. };
  46099. }
  46100. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46101. /** @hidden */
  46102. export var backgroundVertexDeclaration: {
  46103. name: string;
  46104. shader: string;
  46105. };
  46106. }
  46107. declare module "babylonjs/Shaders/background.vertex" {
  46108. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46109. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46110. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46111. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46112. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46113. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46114. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46115. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46116. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46117. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46118. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46119. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46120. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46121. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46122. /** @hidden */
  46123. export var backgroundVertexShader: {
  46124. name: string;
  46125. shader: string;
  46126. };
  46127. }
  46128. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46129. import { Nullable, int, float } from "babylonjs/types";
  46130. import { Scene } from "babylonjs/scene";
  46131. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46132. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46134. import { Mesh } from "babylonjs/Meshes/mesh";
  46135. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46136. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46137. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46138. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46139. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46140. import { Color3 } from "babylonjs/Maths/math.color";
  46141. import "babylonjs/Shaders/background.fragment";
  46142. import "babylonjs/Shaders/background.vertex";
  46143. /**
  46144. * Background material used to create an efficient environement around your scene.
  46145. */
  46146. export class BackgroundMaterial extends PushMaterial {
  46147. /**
  46148. * Standard reflectance value at parallel view angle.
  46149. */
  46150. static StandardReflectance0: number;
  46151. /**
  46152. * Standard reflectance value at grazing angle.
  46153. */
  46154. static StandardReflectance90: number;
  46155. protected _primaryColor: Color3;
  46156. /**
  46157. * Key light Color (multiply against the environement texture)
  46158. */
  46159. primaryColor: Color3;
  46160. protected __perceptualColor: Nullable<Color3>;
  46161. /**
  46162. * Experimental Internal Use Only.
  46163. *
  46164. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46165. * This acts as a helper to set the primary color to a more "human friendly" value.
  46166. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46167. * output color as close as possible from the chosen value.
  46168. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46169. * part of lighting setup.)
  46170. */
  46171. _perceptualColor: Nullable<Color3>;
  46172. protected _primaryColorShadowLevel: float;
  46173. /**
  46174. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46175. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46176. */
  46177. primaryColorShadowLevel: float;
  46178. protected _primaryColorHighlightLevel: float;
  46179. /**
  46180. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46181. * The primary color is used at the level chosen to define what the white area would look.
  46182. */
  46183. primaryColorHighlightLevel: float;
  46184. protected _reflectionTexture: Nullable<BaseTexture>;
  46185. /**
  46186. * Reflection Texture used in the material.
  46187. * Should be author in a specific way for the best result (refer to the documentation).
  46188. */
  46189. reflectionTexture: Nullable<BaseTexture>;
  46190. protected _reflectionBlur: float;
  46191. /**
  46192. * Reflection Texture level of blur.
  46193. *
  46194. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46195. * texture twice.
  46196. */
  46197. reflectionBlur: float;
  46198. protected _diffuseTexture: Nullable<BaseTexture>;
  46199. /**
  46200. * Diffuse Texture used in the material.
  46201. * Should be author in a specific way for the best result (refer to the documentation).
  46202. */
  46203. diffuseTexture: Nullable<BaseTexture>;
  46204. protected _shadowLights: Nullable<IShadowLight[]>;
  46205. /**
  46206. * Specify the list of lights casting shadow on the material.
  46207. * All scene shadow lights will be included if null.
  46208. */
  46209. shadowLights: Nullable<IShadowLight[]>;
  46210. protected _shadowLevel: float;
  46211. /**
  46212. * Helps adjusting the shadow to a softer level if required.
  46213. * 0 means black shadows and 1 means no shadows.
  46214. */
  46215. shadowLevel: float;
  46216. protected _sceneCenter: Vector3;
  46217. /**
  46218. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46219. * It is usually zero but might be interesting to modify according to your setup.
  46220. */
  46221. sceneCenter: Vector3;
  46222. protected _opacityFresnel: boolean;
  46223. /**
  46224. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46225. * This helps ensuring a nice transition when the camera goes under the ground.
  46226. */
  46227. opacityFresnel: boolean;
  46228. protected _reflectionFresnel: boolean;
  46229. /**
  46230. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46231. * This helps adding a mirror texture on the ground.
  46232. */
  46233. reflectionFresnel: boolean;
  46234. protected _reflectionFalloffDistance: number;
  46235. /**
  46236. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46237. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46238. */
  46239. reflectionFalloffDistance: number;
  46240. protected _reflectionAmount: number;
  46241. /**
  46242. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46243. */
  46244. reflectionAmount: number;
  46245. protected _reflectionReflectance0: number;
  46246. /**
  46247. * This specifies the weight of the reflection at grazing angle.
  46248. */
  46249. reflectionReflectance0: number;
  46250. protected _reflectionReflectance90: number;
  46251. /**
  46252. * This specifies the weight of the reflection at a perpendicular point of view.
  46253. */
  46254. reflectionReflectance90: number;
  46255. /**
  46256. * Sets the reflection reflectance fresnel values according to the default standard
  46257. * empirically know to work well :-)
  46258. */
  46259. reflectionStandardFresnelWeight: number;
  46260. protected _useRGBColor: boolean;
  46261. /**
  46262. * Helps to directly use the maps channels instead of their level.
  46263. */
  46264. useRGBColor: boolean;
  46265. protected _enableNoise: boolean;
  46266. /**
  46267. * This helps reducing the banding effect that could occur on the background.
  46268. */
  46269. enableNoise: boolean;
  46270. /**
  46271. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46272. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46273. * Recommended to be keep at 1.0 except for special cases.
  46274. */
  46275. fovMultiplier: number;
  46276. private _fovMultiplier;
  46277. /**
  46278. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46279. */
  46280. useEquirectangularFOV: boolean;
  46281. private _maxSimultaneousLights;
  46282. /**
  46283. * Number of Simultaneous lights allowed on the material.
  46284. */
  46285. maxSimultaneousLights: int;
  46286. /**
  46287. * Default configuration related to image processing available in the Background Material.
  46288. */
  46289. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46290. /**
  46291. * Keep track of the image processing observer to allow dispose and replace.
  46292. */
  46293. private _imageProcessingObserver;
  46294. /**
  46295. * Attaches a new image processing configuration to the PBR Material.
  46296. * @param configuration (if null the scene configuration will be use)
  46297. */
  46298. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46299. /**
  46300. * Gets the image processing configuration used either in this material.
  46301. */
  46302. /**
  46303. * Sets the Default image processing configuration used either in the this material.
  46304. *
  46305. * If sets to null, the scene one is in use.
  46306. */
  46307. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46308. /**
  46309. * Gets wether the color curves effect is enabled.
  46310. */
  46311. /**
  46312. * Sets wether the color curves effect is enabled.
  46313. */
  46314. cameraColorCurvesEnabled: boolean;
  46315. /**
  46316. * Gets wether the color grading effect is enabled.
  46317. */
  46318. /**
  46319. * Gets wether the color grading effect is enabled.
  46320. */
  46321. cameraColorGradingEnabled: boolean;
  46322. /**
  46323. * Gets wether tonemapping is enabled or not.
  46324. */
  46325. /**
  46326. * Sets wether tonemapping is enabled or not
  46327. */
  46328. cameraToneMappingEnabled: boolean;
  46329. /**
  46330. * The camera exposure used on this material.
  46331. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46332. * This corresponds to a photographic exposure.
  46333. */
  46334. /**
  46335. * The camera exposure used on this material.
  46336. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46337. * This corresponds to a photographic exposure.
  46338. */
  46339. cameraExposure: float;
  46340. /**
  46341. * Gets The camera contrast used on this material.
  46342. */
  46343. /**
  46344. * Sets The camera contrast used on this material.
  46345. */
  46346. cameraContrast: float;
  46347. /**
  46348. * Gets the Color Grading 2D Lookup Texture.
  46349. */
  46350. /**
  46351. * Sets the Color Grading 2D Lookup Texture.
  46352. */
  46353. cameraColorGradingTexture: Nullable<BaseTexture>;
  46354. /**
  46355. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46356. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46357. * 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;
  46358. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46359. */
  46360. /**
  46361. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46362. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46363. * 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;
  46364. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46365. */
  46366. cameraColorCurves: Nullable<ColorCurves>;
  46367. /**
  46368. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46369. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46370. */
  46371. switchToBGR: boolean;
  46372. private _renderTargets;
  46373. private _reflectionControls;
  46374. private _white;
  46375. private _primaryShadowColor;
  46376. private _primaryHighlightColor;
  46377. /**
  46378. * Instantiates a Background Material in the given scene
  46379. * @param name The friendly name of the material
  46380. * @param scene The scene to add the material to
  46381. */
  46382. constructor(name: string, scene: Scene);
  46383. /**
  46384. * Gets a boolean indicating that current material needs to register RTT
  46385. */
  46386. readonly hasRenderTargetTextures: boolean;
  46387. /**
  46388. * The entire material has been created in order to prevent overdraw.
  46389. * @returns false
  46390. */
  46391. needAlphaTesting(): boolean;
  46392. /**
  46393. * The entire material has been created in order to prevent overdraw.
  46394. * @returns true if blending is enable
  46395. */
  46396. needAlphaBlending(): boolean;
  46397. /**
  46398. * Checks wether the material is ready to be rendered for a given mesh.
  46399. * @param mesh The mesh to render
  46400. * @param subMesh The submesh to check against
  46401. * @param useInstances Specify wether or not the material is used with instances
  46402. * @returns true if all the dependencies are ready (Textures, Effects...)
  46403. */
  46404. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46405. /**
  46406. * Compute the primary color according to the chosen perceptual color.
  46407. */
  46408. private _computePrimaryColorFromPerceptualColor;
  46409. /**
  46410. * Compute the highlights and shadow colors according to their chosen levels.
  46411. */
  46412. private _computePrimaryColors;
  46413. /**
  46414. * Build the uniform buffer used in the material.
  46415. */
  46416. buildUniformLayout(): void;
  46417. /**
  46418. * Unbind the material.
  46419. */
  46420. unbind(): void;
  46421. /**
  46422. * Bind only the world matrix to the material.
  46423. * @param world The world matrix to bind.
  46424. */
  46425. bindOnlyWorldMatrix(world: Matrix): void;
  46426. /**
  46427. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46428. * @param world The world matrix to bind.
  46429. * @param subMesh The submesh to bind for.
  46430. */
  46431. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46432. /**
  46433. * Dispose the material.
  46434. * @param forceDisposeEffect Force disposal of the associated effect.
  46435. * @param forceDisposeTextures Force disposal of the associated textures.
  46436. */
  46437. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46438. /**
  46439. * Clones the material.
  46440. * @param name The cloned name.
  46441. * @returns The cloned material.
  46442. */
  46443. clone(name: string): BackgroundMaterial;
  46444. /**
  46445. * Serializes the current material to its JSON representation.
  46446. * @returns The JSON representation.
  46447. */
  46448. serialize(): any;
  46449. /**
  46450. * Gets the class name of the material
  46451. * @returns "BackgroundMaterial"
  46452. */
  46453. getClassName(): string;
  46454. /**
  46455. * Parse a JSON input to create back a background material.
  46456. * @param source The JSON data to parse
  46457. * @param scene The scene to create the parsed material in
  46458. * @param rootUrl The root url of the assets the material depends upon
  46459. * @returns the instantiated BackgroundMaterial.
  46460. */
  46461. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46462. }
  46463. }
  46464. declare module "babylonjs/Helpers/environmentHelper" {
  46465. import { Observable } from "babylonjs/Misc/observable";
  46466. import { Nullable } from "babylonjs/types";
  46467. import { Scene } from "babylonjs/scene";
  46468. import { Vector3 } from "babylonjs/Maths/math.vector";
  46469. import { Color3 } from "babylonjs/Maths/math.color";
  46470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46471. import { Mesh } from "babylonjs/Meshes/mesh";
  46472. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46473. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46474. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46475. import "babylonjs/Meshes/Builders/planeBuilder";
  46476. import "babylonjs/Meshes/Builders/boxBuilder";
  46477. /**
  46478. * Represents the different options available during the creation of
  46479. * a Environment helper.
  46480. *
  46481. * This can control the default ground, skybox and image processing setup of your scene.
  46482. */
  46483. export interface IEnvironmentHelperOptions {
  46484. /**
  46485. * Specifies wether or not to create a ground.
  46486. * True by default.
  46487. */
  46488. createGround: boolean;
  46489. /**
  46490. * Specifies the ground size.
  46491. * 15 by default.
  46492. */
  46493. groundSize: number;
  46494. /**
  46495. * The texture used on the ground for the main color.
  46496. * Comes from the BabylonJS CDN by default.
  46497. *
  46498. * Remarks: Can be either a texture or a url.
  46499. */
  46500. groundTexture: string | BaseTexture;
  46501. /**
  46502. * The color mixed in the ground texture by default.
  46503. * BabylonJS clearColor by default.
  46504. */
  46505. groundColor: Color3;
  46506. /**
  46507. * Specifies the ground opacity.
  46508. * 1 by default.
  46509. */
  46510. groundOpacity: number;
  46511. /**
  46512. * Enables the ground to receive shadows.
  46513. * True by default.
  46514. */
  46515. enableGroundShadow: boolean;
  46516. /**
  46517. * Helps preventing the shadow to be fully black on the ground.
  46518. * 0.5 by default.
  46519. */
  46520. groundShadowLevel: number;
  46521. /**
  46522. * Creates a mirror texture attach to the ground.
  46523. * false by default.
  46524. */
  46525. enableGroundMirror: boolean;
  46526. /**
  46527. * Specifies the ground mirror size ratio.
  46528. * 0.3 by default as the default kernel is 64.
  46529. */
  46530. groundMirrorSizeRatio: number;
  46531. /**
  46532. * Specifies the ground mirror blur kernel size.
  46533. * 64 by default.
  46534. */
  46535. groundMirrorBlurKernel: number;
  46536. /**
  46537. * Specifies the ground mirror visibility amount.
  46538. * 1 by default
  46539. */
  46540. groundMirrorAmount: number;
  46541. /**
  46542. * Specifies the ground mirror reflectance weight.
  46543. * This uses the standard weight of the background material to setup the fresnel effect
  46544. * of the mirror.
  46545. * 1 by default.
  46546. */
  46547. groundMirrorFresnelWeight: number;
  46548. /**
  46549. * Specifies the ground mirror Falloff distance.
  46550. * This can helps reducing the size of the reflection.
  46551. * 0 by Default.
  46552. */
  46553. groundMirrorFallOffDistance: number;
  46554. /**
  46555. * Specifies the ground mirror texture type.
  46556. * Unsigned Int by Default.
  46557. */
  46558. groundMirrorTextureType: number;
  46559. /**
  46560. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46561. * the shown objects.
  46562. */
  46563. groundYBias: number;
  46564. /**
  46565. * Specifies wether or not to create a skybox.
  46566. * True by default.
  46567. */
  46568. createSkybox: boolean;
  46569. /**
  46570. * Specifies the skybox size.
  46571. * 20 by default.
  46572. */
  46573. skyboxSize: number;
  46574. /**
  46575. * The texture used on the skybox for the main color.
  46576. * Comes from the BabylonJS CDN by default.
  46577. *
  46578. * Remarks: Can be either a texture or a url.
  46579. */
  46580. skyboxTexture: string | BaseTexture;
  46581. /**
  46582. * The color mixed in the skybox texture by default.
  46583. * BabylonJS clearColor by default.
  46584. */
  46585. skyboxColor: Color3;
  46586. /**
  46587. * The background rotation around the Y axis of the scene.
  46588. * This helps aligning the key lights of your scene with the background.
  46589. * 0 by default.
  46590. */
  46591. backgroundYRotation: number;
  46592. /**
  46593. * Compute automatically the size of the elements to best fit with the scene.
  46594. */
  46595. sizeAuto: boolean;
  46596. /**
  46597. * Default position of the rootMesh if autoSize is not true.
  46598. */
  46599. rootPosition: Vector3;
  46600. /**
  46601. * Sets up the image processing in the scene.
  46602. * true by default.
  46603. */
  46604. setupImageProcessing: boolean;
  46605. /**
  46606. * The texture used as your environment texture in the scene.
  46607. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46608. *
  46609. * Remarks: Can be either a texture or a url.
  46610. */
  46611. environmentTexture: string | BaseTexture;
  46612. /**
  46613. * The value of the exposure to apply to the scene.
  46614. * 0.6 by default if setupImageProcessing is true.
  46615. */
  46616. cameraExposure: number;
  46617. /**
  46618. * The value of the contrast to apply to the scene.
  46619. * 1.6 by default if setupImageProcessing is true.
  46620. */
  46621. cameraContrast: number;
  46622. /**
  46623. * Specifies wether or not tonemapping should be enabled in the scene.
  46624. * true by default if setupImageProcessing is true.
  46625. */
  46626. toneMappingEnabled: boolean;
  46627. }
  46628. /**
  46629. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46630. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46631. * It also helps with the default setup of your imageProcessing configuration.
  46632. */
  46633. export class EnvironmentHelper {
  46634. /**
  46635. * Default ground texture URL.
  46636. */
  46637. private static _groundTextureCDNUrl;
  46638. /**
  46639. * Default skybox texture URL.
  46640. */
  46641. private static _skyboxTextureCDNUrl;
  46642. /**
  46643. * Default environment texture URL.
  46644. */
  46645. private static _environmentTextureCDNUrl;
  46646. /**
  46647. * Creates the default options for the helper.
  46648. */
  46649. private static _getDefaultOptions;
  46650. private _rootMesh;
  46651. /**
  46652. * Gets the root mesh created by the helper.
  46653. */
  46654. readonly rootMesh: Mesh;
  46655. private _skybox;
  46656. /**
  46657. * Gets the skybox created by the helper.
  46658. */
  46659. readonly skybox: Nullable<Mesh>;
  46660. private _skyboxTexture;
  46661. /**
  46662. * Gets the skybox texture created by the helper.
  46663. */
  46664. readonly skyboxTexture: Nullable<BaseTexture>;
  46665. private _skyboxMaterial;
  46666. /**
  46667. * Gets the skybox material created by the helper.
  46668. */
  46669. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46670. private _ground;
  46671. /**
  46672. * Gets the ground mesh created by the helper.
  46673. */
  46674. readonly ground: Nullable<Mesh>;
  46675. private _groundTexture;
  46676. /**
  46677. * Gets the ground texture created by the helper.
  46678. */
  46679. readonly groundTexture: Nullable<BaseTexture>;
  46680. private _groundMirror;
  46681. /**
  46682. * Gets the ground mirror created by the helper.
  46683. */
  46684. readonly groundMirror: Nullable<MirrorTexture>;
  46685. /**
  46686. * Gets the ground mirror render list to helps pushing the meshes
  46687. * you wish in the ground reflection.
  46688. */
  46689. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46690. private _groundMaterial;
  46691. /**
  46692. * Gets the ground material created by the helper.
  46693. */
  46694. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46695. /**
  46696. * Stores the creation options.
  46697. */
  46698. private readonly _scene;
  46699. private _options;
  46700. /**
  46701. * This observable will be notified with any error during the creation of the environment,
  46702. * mainly texture creation errors.
  46703. */
  46704. onErrorObservable: Observable<{
  46705. message?: string;
  46706. exception?: any;
  46707. }>;
  46708. /**
  46709. * constructor
  46710. * @param options Defines the options we want to customize the helper
  46711. * @param scene The scene to add the material to
  46712. */
  46713. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46714. /**
  46715. * Updates the background according to the new options
  46716. * @param options
  46717. */
  46718. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46719. /**
  46720. * Sets the primary color of all the available elements.
  46721. * @param color the main color to affect to the ground and the background
  46722. */
  46723. setMainColor(color: Color3): void;
  46724. /**
  46725. * Setup the image processing according to the specified options.
  46726. */
  46727. private _setupImageProcessing;
  46728. /**
  46729. * Setup the environment texture according to the specified options.
  46730. */
  46731. private _setupEnvironmentTexture;
  46732. /**
  46733. * Setup the background according to the specified options.
  46734. */
  46735. private _setupBackground;
  46736. /**
  46737. * Get the scene sizes according to the setup.
  46738. */
  46739. private _getSceneSize;
  46740. /**
  46741. * Setup the ground according to the specified options.
  46742. */
  46743. private _setupGround;
  46744. /**
  46745. * Setup the ground material according to the specified options.
  46746. */
  46747. private _setupGroundMaterial;
  46748. /**
  46749. * Setup the ground diffuse texture according to the specified options.
  46750. */
  46751. private _setupGroundDiffuseTexture;
  46752. /**
  46753. * Setup the ground mirror texture according to the specified options.
  46754. */
  46755. private _setupGroundMirrorTexture;
  46756. /**
  46757. * Setup the ground to receive the mirror texture.
  46758. */
  46759. private _setupMirrorInGroundMaterial;
  46760. /**
  46761. * Setup the skybox according to the specified options.
  46762. */
  46763. private _setupSkybox;
  46764. /**
  46765. * Setup the skybox material according to the specified options.
  46766. */
  46767. private _setupSkyboxMaterial;
  46768. /**
  46769. * Setup the skybox reflection texture according to the specified options.
  46770. */
  46771. private _setupSkyboxReflectionTexture;
  46772. private _errorHandler;
  46773. /**
  46774. * Dispose all the elements created by the Helper.
  46775. */
  46776. dispose(): void;
  46777. }
  46778. }
  46779. declare module "babylonjs/Helpers/photoDome" {
  46780. import { Observable } from "babylonjs/Misc/observable";
  46781. import { Nullable } from "babylonjs/types";
  46782. import { Scene } from "babylonjs/scene";
  46783. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46784. import { Mesh } from "babylonjs/Meshes/mesh";
  46785. import { Texture } from "babylonjs/Materials/Textures/texture";
  46786. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46787. import "babylonjs/Meshes/Builders/sphereBuilder";
  46788. /**
  46789. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46790. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46791. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46792. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46793. */
  46794. export class PhotoDome extends TransformNode {
  46795. /**
  46796. * Define the image as a Monoscopic panoramic 360 image.
  46797. */
  46798. static readonly MODE_MONOSCOPIC: number;
  46799. /**
  46800. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46801. */
  46802. static readonly MODE_TOPBOTTOM: number;
  46803. /**
  46804. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46805. */
  46806. static readonly MODE_SIDEBYSIDE: number;
  46807. private _useDirectMapping;
  46808. /**
  46809. * The texture being displayed on the sphere
  46810. */
  46811. protected _photoTexture: Texture;
  46812. /**
  46813. * Gets or sets the texture being displayed on the sphere
  46814. */
  46815. photoTexture: Texture;
  46816. /**
  46817. * Observable raised when an error occured while loading the 360 image
  46818. */
  46819. onLoadErrorObservable: Observable<string>;
  46820. /**
  46821. * The skybox material
  46822. */
  46823. protected _material: BackgroundMaterial;
  46824. /**
  46825. * The surface used for the skybox
  46826. */
  46827. protected _mesh: Mesh;
  46828. /**
  46829. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46830. * Also see the options.resolution property.
  46831. */
  46832. fovMultiplier: number;
  46833. private _imageMode;
  46834. /**
  46835. * Gets or set the current video mode for the video. It can be:
  46836. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46837. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46838. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46839. */
  46840. imageMode: number;
  46841. /**
  46842. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46843. * @param name Element's name, child elements will append suffixes for their own names.
  46844. * @param urlsOfPhoto defines the url of the photo to display
  46845. * @param options defines an object containing optional or exposed sub element properties
  46846. * @param onError defines a callback called when an error occured while loading the texture
  46847. */
  46848. constructor(name: string, urlOfPhoto: string, options: {
  46849. resolution?: number;
  46850. size?: number;
  46851. useDirectMapping?: boolean;
  46852. faceForward?: boolean;
  46853. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46854. private _onBeforeCameraRenderObserver;
  46855. private _changeImageMode;
  46856. /**
  46857. * Releases resources associated with this node.
  46858. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46859. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46860. */
  46861. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46862. }
  46863. }
  46864. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46865. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46866. /** @hidden */
  46867. export var rgbdDecodePixelShader: {
  46868. name: string;
  46869. shader: string;
  46870. };
  46871. }
  46872. declare module "babylonjs/Misc/brdfTextureTools" {
  46873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46874. import { Scene } from "babylonjs/scene";
  46875. import "babylonjs/Shaders/rgbdDecode.fragment";
  46876. /**
  46877. * Class used to host texture specific utilities
  46878. */
  46879. export class BRDFTextureTools {
  46880. /**
  46881. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46882. * @param texture the texture to expand.
  46883. */
  46884. private static _ExpandDefaultBRDFTexture;
  46885. /**
  46886. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46887. * @param scene defines the hosting scene
  46888. * @returns the environment BRDF texture
  46889. */
  46890. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46891. private static _environmentBRDFBase64Texture;
  46892. }
  46893. }
  46894. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46895. import { Nullable } from "babylonjs/types";
  46896. import { Color3 } from "babylonjs/Maths/math.color";
  46897. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46898. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46899. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46900. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46901. import { Engine } from "babylonjs/Engines/engine";
  46902. import { Scene } from "babylonjs/scene";
  46903. /**
  46904. * @hidden
  46905. */
  46906. export interface IMaterialClearCoatDefines {
  46907. CLEARCOAT: boolean;
  46908. CLEARCOAT_DEFAULTIOR: boolean;
  46909. CLEARCOAT_TEXTURE: boolean;
  46910. CLEARCOAT_TEXTUREDIRECTUV: number;
  46911. CLEARCOAT_BUMP: boolean;
  46912. CLEARCOAT_BUMPDIRECTUV: number;
  46913. CLEARCOAT_TINT: boolean;
  46914. CLEARCOAT_TINT_TEXTURE: boolean;
  46915. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46916. /** @hidden */
  46917. _areTexturesDirty: boolean;
  46918. }
  46919. /**
  46920. * Define the code related to the clear coat parameters of the pbr material.
  46921. */
  46922. export class PBRClearCoatConfiguration {
  46923. /**
  46924. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46925. * The default fits with a polyurethane material.
  46926. */
  46927. private static readonly _DefaultIndexOfRefraction;
  46928. private _isEnabled;
  46929. /**
  46930. * Defines if the clear coat is enabled in the material.
  46931. */
  46932. isEnabled: boolean;
  46933. /**
  46934. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46935. */
  46936. intensity: number;
  46937. /**
  46938. * Defines the clear coat layer roughness.
  46939. */
  46940. roughness: number;
  46941. private _indexOfRefraction;
  46942. /**
  46943. * Defines the index of refraction of the clear coat.
  46944. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46945. * The default fits with a polyurethane material.
  46946. * Changing the default value is more performance intensive.
  46947. */
  46948. indexOfRefraction: number;
  46949. private _texture;
  46950. /**
  46951. * Stores the clear coat values in a texture.
  46952. */
  46953. texture: Nullable<BaseTexture>;
  46954. private _bumpTexture;
  46955. /**
  46956. * Define the clear coat specific bump texture.
  46957. */
  46958. bumpTexture: Nullable<BaseTexture>;
  46959. private _isTintEnabled;
  46960. /**
  46961. * Defines if the clear coat tint is enabled in the material.
  46962. */
  46963. isTintEnabled: boolean;
  46964. /**
  46965. * Defines the clear coat tint of the material.
  46966. * This is only use if tint is enabled
  46967. */
  46968. tintColor: Color3;
  46969. /**
  46970. * Defines the distance at which the tint color should be found in the
  46971. * clear coat media.
  46972. * This is only use if tint is enabled
  46973. */
  46974. tintColorAtDistance: number;
  46975. /**
  46976. * Defines the clear coat layer thickness.
  46977. * This is only use if tint is enabled
  46978. */
  46979. tintThickness: number;
  46980. private _tintTexture;
  46981. /**
  46982. * Stores the clear tint values in a texture.
  46983. * rgb is tint
  46984. * a is a thickness factor
  46985. */
  46986. tintTexture: Nullable<BaseTexture>;
  46987. /** @hidden */
  46988. private _internalMarkAllSubMeshesAsTexturesDirty;
  46989. /** @hidden */
  46990. _markAllSubMeshesAsTexturesDirty(): void;
  46991. /**
  46992. * Instantiate a new istance of clear coat configuration.
  46993. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46994. */
  46995. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46996. /**
  46997. * Gets wehter the submesh is ready to be used or not.
  46998. * @param defines the list of "defines" to update.
  46999. * @param scene defines the scene the material belongs to.
  47000. * @param engine defines the engine the material belongs to.
  47001. * @param disableBumpMap defines wether the material disables bump or not.
  47002. * @returns - boolean indicating that the submesh is ready or not.
  47003. */
  47004. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47005. /**
  47006. * Checks to see if a texture is used in the material.
  47007. * @param defines the list of "defines" to update.
  47008. * @param scene defines the scene to the material belongs to.
  47009. */
  47010. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47011. /**
  47012. * Binds the material data.
  47013. * @param uniformBuffer defines the Uniform buffer to fill in.
  47014. * @param scene defines the scene the material belongs to.
  47015. * @param engine defines the engine the material belongs to.
  47016. * @param disableBumpMap defines wether the material disables bump or not.
  47017. * @param isFrozen defines wether the material is frozen or not.
  47018. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47019. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47020. */
  47021. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47022. /**
  47023. * Checks to see if a texture is used in the material.
  47024. * @param texture - Base texture to use.
  47025. * @returns - Boolean specifying if a texture is used in the material.
  47026. */
  47027. hasTexture(texture: BaseTexture): boolean;
  47028. /**
  47029. * Returns an array of the actively used textures.
  47030. * @param activeTextures Array of BaseTextures
  47031. */
  47032. getActiveTextures(activeTextures: BaseTexture[]): void;
  47033. /**
  47034. * Returns the animatable textures.
  47035. * @param animatables Array of animatable textures.
  47036. */
  47037. getAnimatables(animatables: IAnimatable[]): void;
  47038. /**
  47039. * Disposes the resources of the material.
  47040. * @param forceDisposeTextures - Forces the disposal of all textures.
  47041. */
  47042. dispose(forceDisposeTextures?: boolean): void;
  47043. /**
  47044. * Get the current class name of the texture useful for serialization or dynamic coding.
  47045. * @returns "PBRClearCoatConfiguration"
  47046. */
  47047. getClassName(): string;
  47048. /**
  47049. * Add fallbacks to the effect fallbacks list.
  47050. * @param defines defines the Base texture to use.
  47051. * @param fallbacks defines the current fallback list.
  47052. * @param currentRank defines the current fallback rank.
  47053. * @returns the new fallback rank.
  47054. */
  47055. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47056. /**
  47057. * Add the required uniforms to the current list.
  47058. * @param uniforms defines the current uniform list.
  47059. */
  47060. static AddUniforms(uniforms: string[]): void;
  47061. /**
  47062. * Add the required samplers to the current list.
  47063. * @param samplers defines the current sampler list.
  47064. */
  47065. static AddSamplers(samplers: string[]): void;
  47066. /**
  47067. * Add the required uniforms to the current buffer.
  47068. * @param uniformBuffer defines the current uniform buffer.
  47069. */
  47070. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47071. /**
  47072. * Makes a duplicate of the current configuration into another one.
  47073. * @param clearCoatConfiguration define the config where to copy the info
  47074. */
  47075. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47076. /**
  47077. * Serializes this clear coat configuration.
  47078. * @returns - An object with the serialized config.
  47079. */
  47080. serialize(): any;
  47081. /**
  47082. * Parses a anisotropy Configuration from a serialized object.
  47083. * @param source - Serialized object.
  47084. * @param scene Defines the scene we are parsing for
  47085. * @param rootUrl Defines the rootUrl to load from
  47086. */
  47087. parse(source: any, scene: Scene, rootUrl: string): void;
  47088. }
  47089. }
  47090. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47091. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47092. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47094. import { Vector2 } from "babylonjs/Maths/math.vector";
  47095. import { Scene } from "babylonjs/scene";
  47096. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47097. import { Nullable } from "babylonjs/types";
  47098. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47099. /**
  47100. * @hidden
  47101. */
  47102. export interface IMaterialAnisotropicDefines {
  47103. ANISOTROPIC: boolean;
  47104. ANISOTROPIC_TEXTURE: boolean;
  47105. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47106. MAINUV1: boolean;
  47107. _areTexturesDirty: boolean;
  47108. _needUVs: boolean;
  47109. }
  47110. /**
  47111. * Define the code related to the anisotropic parameters of the pbr material.
  47112. */
  47113. export class PBRAnisotropicConfiguration {
  47114. private _isEnabled;
  47115. /**
  47116. * Defines if the anisotropy is enabled in the material.
  47117. */
  47118. isEnabled: boolean;
  47119. /**
  47120. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47121. */
  47122. intensity: number;
  47123. /**
  47124. * Defines if the effect is along the tangents, bitangents or in between.
  47125. * By default, the effect is "strectching" the highlights along the tangents.
  47126. */
  47127. direction: Vector2;
  47128. private _texture;
  47129. /**
  47130. * Stores the anisotropy values in a texture.
  47131. * rg is direction (like normal from -1 to 1)
  47132. * b is a intensity
  47133. */
  47134. texture: Nullable<BaseTexture>;
  47135. /** @hidden */
  47136. private _internalMarkAllSubMeshesAsTexturesDirty;
  47137. /** @hidden */
  47138. _markAllSubMeshesAsTexturesDirty(): void;
  47139. /**
  47140. * Instantiate a new istance of anisotropy configuration.
  47141. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47142. */
  47143. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47144. /**
  47145. * Specifies that the submesh is ready to be used.
  47146. * @param defines the list of "defines" to update.
  47147. * @param scene defines the scene the material belongs to.
  47148. * @returns - boolean indicating that the submesh is ready or not.
  47149. */
  47150. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47151. /**
  47152. * Checks to see if a texture is used in the material.
  47153. * @param defines the list of "defines" to update.
  47154. * @param mesh the mesh we are preparing the defines for.
  47155. * @param scene defines the scene the material belongs to.
  47156. */
  47157. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47158. /**
  47159. * Binds the material data.
  47160. * @param uniformBuffer defines the Uniform buffer to fill in.
  47161. * @param scene defines the scene the material belongs to.
  47162. * @param isFrozen defines wether the material is frozen or not.
  47163. */
  47164. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47165. /**
  47166. * Checks to see if a texture is used in the material.
  47167. * @param texture - Base texture to use.
  47168. * @returns - Boolean specifying if a texture is used in the material.
  47169. */
  47170. hasTexture(texture: BaseTexture): boolean;
  47171. /**
  47172. * Returns an array of the actively used textures.
  47173. * @param activeTextures Array of BaseTextures
  47174. */
  47175. getActiveTextures(activeTextures: BaseTexture[]): void;
  47176. /**
  47177. * Returns the animatable textures.
  47178. * @param animatables Array of animatable textures.
  47179. */
  47180. getAnimatables(animatables: IAnimatable[]): void;
  47181. /**
  47182. * Disposes the resources of the material.
  47183. * @param forceDisposeTextures - Forces the disposal of all textures.
  47184. */
  47185. dispose(forceDisposeTextures?: boolean): void;
  47186. /**
  47187. * Get the current class name of the texture useful for serialization or dynamic coding.
  47188. * @returns "PBRAnisotropicConfiguration"
  47189. */
  47190. getClassName(): string;
  47191. /**
  47192. * Add fallbacks to the effect fallbacks list.
  47193. * @param defines defines the Base texture to use.
  47194. * @param fallbacks defines the current fallback list.
  47195. * @param currentRank defines the current fallback rank.
  47196. * @returns the new fallback rank.
  47197. */
  47198. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47199. /**
  47200. * Add the required uniforms to the current list.
  47201. * @param uniforms defines the current uniform list.
  47202. */
  47203. static AddUniforms(uniforms: string[]): void;
  47204. /**
  47205. * Add the required uniforms to the current buffer.
  47206. * @param uniformBuffer defines the current uniform buffer.
  47207. */
  47208. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47209. /**
  47210. * Add the required samplers to the current list.
  47211. * @param samplers defines the current sampler list.
  47212. */
  47213. static AddSamplers(samplers: string[]): void;
  47214. /**
  47215. * Makes a duplicate of the current configuration into another one.
  47216. * @param anisotropicConfiguration define the config where to copy the info
  47217. */
  47218. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47219. /**
  47220. * Serializes this anisotropy configuration.
  47221. * @returns - An object with the serialized config.
  47222. */
  47223. serialize(): any;
  47224. /**
  47225. * Parses a anisotropy Configuration from a serialized object.
  47226. * @param source - Serialized object.
  47227. * @param scene Defines the scene we are parsing for
  47228. * @param rootUrl Defines the rootUrl to load from
  47229. */
  47230. parse(source: any, scene: Scene, rootUrl: string): void;
  47231. }
  47232. }
  47233. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47234. import { Scene } from "babylonjs/scene";
  47235. /**
  47236. * @hidden
  47237. */
  47238. export interface IMaterialBRDFDefines {
  47239. BRDF_V_HEIGHT_CORRELATED: boolean;
  47240. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47241. SPHERICAL_HARMONICS: boolean;
  47242. /** @hidden */
  47243. _areMiscDirty: boolean;
  47244. }
  47245. /**
  47246. * Define the code related to the BRDF parameters of the pbr material.
  47247. */
  47248. export class PBRBRDFConfiguration {
  47249. /**
  47250. * Default value used for the energy conservation.
  47251. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47252. */
  47253. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47254. /**
  47255. * Default value used for the Smith Visibility Height Correlated mode.
  47256. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47257. */
  47258. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47259. /**
  47260. * Default value used for the IBL diffuse part.
  47261. * This can help switching back to the polynomials mode globally which is a tiny bit
  47262. * less GPU intensive at the drawback of a lower quality.
  47263. */
  47264. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47265. private _useEnergyConservation;
  47266. /**
  47267. * Defines if the material uses energy conservation.
  47268. */
  47269. useEnergyConservation: boolean;
  47270. private _useSmithVisibilityHeightCorrelated;
  47271. /**
  47272. * LEGACY Mode set to false
  47273. * Defines if the material uses height smith correlated visibility term.
  47274. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47275. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47276. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47277. * Not relying on height correlated will also disable energy conservation.
  47278. */
  47279. useSmithVisibilityHeightCorrelated: boolean;
  47280. private _useSphericalHarmonics;
  47281. /**
  47282. * LEGACY Mode set to false
  47283. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47284. * diffuse part of the IBL.
  47285. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47286. * to the ground truth.
  47287. */
  47288. useSphericalHarmonics: boolean;
  47289. /** @hidden */
  47290. private _internalMarkAllSubMeshesAsMiscDirty;
  47291. /** @hidden */
  47292. _markAllSubMeshesAsMiscDirty(): void;
  47293. /**
  47294. * Instantiate a new istance of clear coat configuration.
  47295. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47296. */
  47297. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47298. /**
  47299. * Checks to see if a texture is used in the material.
  47300. * @param defines the list of "defines" to update.
  47301. */
  47302. prepareDefines(defines: IMaterialBRDFDefines): void;
  47303. /**
  47304. * Get the current class name of the texture useful for serialization or dynamic coding.
  47305. * @returns "PBRClearCoatConfiguration"
  47306. */
  47307. getClassName(): string;
  47308. /**
  47309. * Makes a duplicate of the current configuration into another one.
  47310. * @param brdfConfiguration define the config where to copy the info
  47311. */
  47312. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47313. /**
  47314. * Serializes this BRDF configuration.
  47315. * @returns - An object with the serialized config.
  47316. */
  47317. serialize(): any;
  47318. /**
  47319. * Parses a anisotropy Configuration from a serialized object.
  47320. * @param source - Serialized object.
  47321. * @param scene Defines the scene we are parsing for
  47322. * @param rootUrl Defines the rootUrl to load from
  47323. */
  47324. parse(source: any, scene: Scene, rootUrl: string): void;
  47325. }
  47326. }
  47327. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47328. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47329. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47330. import { Color3 } from "babylonjs/Maths/math.color";
  47331. import { Scene } from "babylonjs/scene";
  47332. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47333. import { Nullable } from "babylonjs/types";
  47334. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47335. /**
  47336. * @hidden
  47337. */
  47338. export interface IMaterialSheenDefines {
  47339. SHEEN: boolean;
  47340. SHEEN_TEXTURE: boolean;
  47341. SHEEN_TEXTUREDIRECTUV: number;
  47342. SHEEN_LINKWITHALBEDO: boolean;
  47343. /** @hidden */
  47344. _areTexturesDirty: boolean;
  47345. }
  47346. /**
  47347. * Define the code related to the Sheen parameters of the pbr material.
  47348. */
  47349. export class PBRSheenConfiguration {
  47350. private _isEnabled;
  47351. /**
  47352. * Defines if the material uses sheen.
  47353. */
  47354. isEnabled: boolean;
  47355. private _linkSheenWithAlbedo;
  47356. /**
  47357. * Defines if the sheen is linked to the sheen color.
  47358. */
  47359. linkSheenWithAlbedo: boolean;
  47360. /**
  47361. * Defines the sheen intensity.
  47362. */
  47363. intensity: number;
  47364. /**
  47365. * Defines the sheen color.
  47366. */
  47367. color: Color3;
  47368. private _texture;
  47369. /**
  47370. * Stores the sheen tint values in a texture.
  47371. * rgb is tint
  47372. * a is a intensity
  47373. */
  47374. texture: Nullable<BaseTexture>;
  47375. /** @hidden */
  47376. private _internalMarkAllSubMeshesAsTexturesDirty;
  47377. /** @hidden */
  47378. _markAllSubMeshesAsTexturesDirty(): void;
  47379. /**
  47380. * Instantiate a new istance of clear coat configuration.
  47381. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47382. */
  47383. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47384. /**
  47385. * Specifies that the submesh is ready to be used.
  47386. * @param defines the list of "defines" to update.
  47387. * @param scene defines the scene the material belongs to.
  47388. * @returns - boolean indicating that the submesh is ready or not.
  47389. */
  47390. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47391. /**
  47392. * Checks to see if a texture is used in the material.
  47393. * @param defines the list of "defines" to update.
  47394. * @param scene defines the scene the material belongs to.
  47395. */
  47396. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47397. /**
  47398. * Binds the material data.
  47399. * @param uniformBuffer defines the Uniform buffer to fill in.
  47400. * @param scene defines the scene the material belongs to.
  47401. * @param isFrozen defines wether the material is frozen or not.
  47402. */
  47403. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47404. /**
  47405. * Checks to see if a texture is used in the material.
  47406. * @param texture - Base texture to use.
  47407. * @returns - Boolean specifying if a texture is used in the material.
  47408. */
  47409. hasTexture(texture: BaseTexture): boolean;
  47410. /**
  47411. * Returns an array of the actively used textures.
  47412. * @param activeTextures Array of BaseTextures
  47413. */
  47414. getActiveTextures(activeTextures: BaseTexture[]): void;
  47415. /**
  47416. * Returns the animatable textures.
  47417. * @param animatables Array of animatable textures.
  47418. */
  47419. getAnimatables(animatables: IAnimatable[]): void;
  47420. /**
  47421. * Disposes the resources of the material.
  47422. * @param forceDisposeTextures - Forces the disposal of all textures.
  47423. */
  47424. dispose(forceDisposeTextures?: boolean): void;
  47425. /**
  47426. * Get the current class name of the texture useful for serialization or dynamic coding.
  47427. * @returns "PBRSheenConfiguration"
  47428. */
  47429. getClassName(): string;
  47430. /**
  47431. * Add fallbacks to the effect fallbacks list.
  47432. * @param defines defines the Base texture to use.
  47433. * @param fallbacks defines the current fallback list.
  47434. * @param currentRank defines the current fallback rank.
  47435. * @returns the new fallback rank.
  47436. */
  47437. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47438. /**
  47439. * Add the required uniforms to the current list.
  47440. * @param uniforms defines the current uniform list.
  47441. */
  47442. static AddUniforms(uniforms: string[]): void;
  47443. /**
  47444. * Add the required uniforms to the current buffer.
  47445. * @param uniformBuffer defines the current uniform buffer.
  47446. */
  47447. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47448. /**
  47449. * Add the required samplers to the current list.
  47450. * @param samplers defines the current sampler list.
  47451. */
  47452. static AddSamplers(samplers: string[]): void;
  47453. /**
  47454. * Makes a duplicate of the current configuration into another one.
  47455. * @param sheenConfiguration define the config where to copy the info
  47456. */
  47457. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47458. /**
  47459. * Serializes this BRDF configuration.
  47460. * @returns - An object with the serialized config.
  47461. */
  47462. serialize(): any;
  47463. /**
  47464. * Parses a anisotropy Configuration from a serialized object.
  47465. * @param source - Serialized object.
  47466. * @param scene Defines the scene we are parsing for
  47467. * @param rootUrl Defines the rootUrl to load from
  47468. */
  47469. parse(source: any, scene: Scene, rootUrl: string): void;
  47470. }
  47471. }
  47472. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47473. import { Nullable } from "babylonjs/types";
  47474. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47475. import { Color3 } from "babylonjs/Maths/math.color";
  47476. import { SmartArray } from "babylonjs/Misc/smartArray";
  47477. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47478. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47479. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47480. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47481. import { Engine } from "babylonjs/Engines/engine";
  47482. import { Scene } from "babylonjs/scene";
  47483. /**
  47484. * @hidden
  47485. */
  47486. export interface IMaterialSubSurfaceDefines {
  47487. SUBSURFACE: boolean;
  47488. SS_REFRACTION: boolean;
  47489. SS_TRANSLUCENCY: boolean;
  47490. SS_SCATERRING: boolean;
  47491. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47492. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47493. SS_REFRACTIONMAP_3D: boolean;
  47494. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47495. SS_LODINREFRACTIONALPHA: boolean;
  47496. SS_GAMMAREFRACTION: boolean;
  47497. SS_RGBDREFRACTION: boolean;
  47498. SS_LINEARSPECULARREFRACTION: boolean;
  47499. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47500. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47501. /** @hidden */
  47502. _areTexturesDirty: boolean;
  47503. }
  47504. /**
  47505. * Define the code related to the sub surface parameters of the pbr material.
  47506. */
  47507. export class PBRSubSurfaceConfiguration {
  47508. private _isRefractionEnabled;
  47509. /**
  47510. * Defines if the refraction is enabled in the material.
  47511. */
  47512. isRefractionEnabled: boolean;
  47513. private _isTranslucencyEnabled;
  47514. /**
  47515. * Defines if the translucency is enabled in the material.
  47516. */
  47517. isTranslucencyEnabled: boolean;
  47518. private _isScatteringEnabled;
  47519. /**
  47520. * Defines the refraction intensity of the material.
  47521. * The refraction when enabled replaces the Diffuse part of the material.
  47522. * The intensity helps transitionning between diffuse and refraction.
  47523. */
  47524. refractionIntensity: number;
  47525. /**
  47526. * Defines the translucency intensity of the material.
  47527. * When translucency has been enabled, this defines how much of the "translucency"
  47528. * is addded to the diffuse part of the material.
  47529. */
  47530. translucencyIntensity: number;
  47531. /**
  47532. * Defines the scattering intensity of the material.
  47533. * When scattering has been enabled, this defines how much of the "scattered light"
  47534. * is addded to the diffuse part of the material.
  47535. */
  47536. scatteringIntensity: number;
  47537. private _thicknessTexture;
  47538. /**
  47539. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47540. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47541. * 0 would mean minimumThickness
  47542. * 1 would mean maximumThickness
  47543. * The other channels might be use as a mask to vary the different effects intensity.
  47544. */
  47545. thicknessTexture: Nullable<BaseTexture>;
  47546. private _refractionTexture;
  47547. /**
  47548. * Defines the texture to use for refraction.
  47549. */
  47550. refractionTexture: Nullable<BaseTexture>;
  47551. private _indexOfRefraction;
  47552. /**
  47553. * Defines the index of refraction used in the material.
  47554. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47555. */
  47556. indexOfRefraction: number;
  47557. private _invertRefractionY;
  47558. /**
  47559. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47560. */
  47561. invertRefractionY: boolean;
  47562. private _linkRefractionWithTransparency;
  47563. /**
  47564. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47565. * Materials half opaque for instance using refraction could benefit from this control.
  47566. */
  47567. linkRefractionWithTransparency: boolean;
  47568. /**
  47569. * Defines the minimum thickness stored in the thickness map.
  47570. * If no thickness map is defined, this value will be used to simulate thickness.
  47571. */
  47572. minimumThickness: number;
  47573. /**
  47574. * Defines the maximum thickness stored in the thickness map.
  47575. */
  47576. maximumThickness: number;
  47577. /**
  47578. * Defines the volume tint of the material.
  47579. * This is used for both translucency and scattering.
  47580. */
  47581. tintColor: Color3;
  47582. /**
  47583. * Defines the distance at which the tint color should be found in the media.
  47584. * This is used for refraction only.
  47585. */
  47586. tintColorAtDistance: number;
  47587. /**
  47588. * Defines how far each channel transmit through the media.
  47589. * It is defined as a color to simplify it selection.
  47590. */
  47591. diffusionDistance: Color3;
  47592. private _useMaskFromThicknessTexture;
  47593. /**
  47594. * Stores the intensity of the different subsurface effects in the thickness texture.
  47595. * * the green channel is the translucency intensity.
  47596. * * the blue channel is the scattering intensity.
  47597. * * the alpha channel is the refraction intensity.
  47598. */
  47599. useMaskFromThicknessTexture: boolean;
  47600. /** @hidden */
  47601. private _internalMarkAllSubMeshesAsTexturesDirty;
  47602. /** @hidden */
  47603. _markAllSubMeshesAsTexturesDirty(): void;
  47604. /**
  47605. * Instantiate a new istance of sub surface configuration.
  47606. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47607. */
  47608. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47609. /**
  47610. * Gets wehter the submesh is ready to be used or not.
  47611. * @param defines the list of "defines" to update.
  47612. * @param scene defines the scene the material belongs to.
  47613. * @returns - boolean indicating that the submesh is ready or not.
  47614. */
  47615. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47616. /**
  47617. * Checks to see if a texture is used in the material.
  47618. * @param defines the list of "defines" to update.
  47619. * @param scene defines the scene to the material belongs to.
  47620. */
  47621. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47622. /**
  47623. * Binds the material data.
  47624. * @param uniformBuffer defines the Uniform buffer to fill in.
  47625. * @param scene defines the scene the material belongs to.
  47626. * @param engine defines the engine the material belongs to.
  47627. * @param isFrozen defines wether the material is frozen or not.
  47628. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47629. */
  47630. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47631. /**
  47632. * Unbinds the material from the mesh.
  47633. * @param activeEffect defines the effect that should be unbound from.
  47634. * @returns true if unbound, otherwise false
  47635. */
  47636. unbind(activeEffect: Effect): boolean;
  47637. /**
  47638. * Returns the texture used for refraction or null if none is used.
  47639. * @param scene defines the scene the material belongs to.
  47640. * @returns - Refraction texture if present. If no refraction texture and refraction
  47641. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47642. */
  47643. private _getRefractionTexture;
  47644. /**
  47645. * Returns true if alpha blending should be disabled.
  47646. */
  47647. readonly disableAlphaBlending: boolean;
  47648. /**
  47649. * Fills the list of render target textures.
  47650. * @param renderTargets the list of render targets to update
  47651. */
  47652. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47653. /**
  47654. * Checks to see if a texture is used in the material.
  47655. * @param texture - Base texture to use.
  47656. * @returns - Boolean specifying if a texture is used in the material.
  47657. */
  47658. hasTexture(texture: BaseTexture): boolean;
  47659. /**
  47660. * Gets a boolean indicating that current material needs to register RTT
  47661. * @returns true if this uses a render target otherwise false.
  47662. */
  47663. hasRenderTargetTextures(): boolean;
  47664. /**
  47665. * Returns an array of the actively used textures.
  47666. * @param activeTextures Array of BaseTextures
  47667. */
  47668. getActiveTextures(activeTextures: BaseTexture[]): void;
  47669. /**
  47670. * Returns the animatable textures.
  47671. * @param animatables Array of animatable textures.
  47672. */
  47673. getAnimatables(animatables: IAnimatable[]): void;
  47674. /**
  47675. * Disposes the resources of the material.
  47676. * @param forceDisposeTextures - Forces the disposal of all textures.
  47677. */
  47678. dispose(forceDisposeTextures?: boolean): void;
  47679. /**
  47680. * Get the current class name of the texture useful for serialization or dynamic coding.
  47681. * @returns "PBRSubSurfaceConfiguration"
  47682. */
  47683. getClassName(): string;
  47684. /**
  47685. * Add fallbacks to the effect fallbacks list.
  47686. * @param defines defines the Base texture to use.
  47687. * @param fallbacks defines the current fallback list.
  47688. * @param currentRank defines the current fallback rank.
  47689. * @returns the new fallback rank.
  47690. */
  47691. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47692. /**
  47693. * Add the required uniforms to the current list.
  47694. * @param uniforms defines the current uniform list.
  47695. */
  47696. static AddUniforms(uniforms: string[]): void;
  47697. /**
  47698. * Add the required samplers to the current list.
  47699. * @param samplers defines the current sampler list.
  47700. */
  47701. static AddSamplers(samplers: string[]): void;
  47702. /**
  47703. * Add the required uniforms to the current buffer.
  47704. * @param uniformBuffer defines the current uniform buffer.
  47705. */
  47706. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47707. /**
  47708. * Makes a duplicate of the current configuration into another one.
  47709. * @param configuration define the config where to copy the info
  47710. */
  47711. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47712. /**
  47713. * Serializes this Sub Surface configuration.
  47714. * @returns - An object with the serialized config.
  47715. */
  47716. serialize(): any;
  47717. /**
  47718. * Parses a anisotropy Configuration from a serialized object.
  47719. * @param source - Serialized object.
  47720. * @param scene Defines the scene we are parsing for
  47721. * @param rootUrl Defines the rootUrl to load from
  47722. */
  47723. parse(source: any, scene: Scene, rootUrl: string): void;
  47724. }
  47725. }
  47726. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47727. /** @hidden */
  47728. export var pbrFragmentDeclaration: {
  47729. name: string;
  47730. shader: string;
  47731. };
  47732. }
  47733. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47734. /** @hidden */
  47735. export var pbrUboDeclaration: {
  47736. name: string;
  47737. shader: string;
  47738. };
  47739. }
  47740. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47741. /** @hidden */
  47742. export var pbrFragmentExtraDeclaration: {
  47743. name: string;
  47744. shader: string;
  47745. };
  47746. }
  47747. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47748. /** @hidden */
  47749. export var pbrFragmentSamplersDeclaration: {
  47750. name: string;
  47751. shader: string;
  47752. };
  47753. }
  47754. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47755. /** @hidden */
  47756. export var pbrHelperFunctions: {
  47757. name: string;
  47758. shader: string;
  47759. };
  47760. }
  47761. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47762. /** @hidden */
  47763. export var harmonicsFunctions: {
  47764. name: string;
  47765. shader: string;
  47766. };
  47767. }
  47768. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47769. /** @hidden */
  47770. export var pbrDirectLightingSetupFunctions: {
  47771. name: string;
  47772. shader: string;
  47773. };
  47774. }
  47775. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47776. /** @hidden */
  47777. export var pbrDirectLightingFalloffFunctions: {
  47778. name: string;
  47779. shader: string;
  47780. };
  47781. }
  47782. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47783. /** @hidden */
  47784. export var pbrBRDFFunctions: {
  47785. name: string;
  47786. shader: string;
  47787. };
  47788. }
  47789. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47790. /** @hidden */
  47791. export var pbrDirectLightingFunctions: {
  47792. name: string;
  47793. shader: string;
  47794. };
  47795. }
  47796. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47797. /** @hidden */
  47798. export var pbrIBLFunctions: {
  47799. name: string;
  47800. shader: string;
  47801. };
  47802. }
  47803. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47804. /** @hidden */
  47805. export var pbrDebug: {
  47806. name: string;
  47807. shader: string;
  47808. };
  47809. }
  47810. declare module "babylonjs/Shaders/pbr.fragment" {
  47811. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47812. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47813. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47814. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47815. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47816. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47817. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47818. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47819. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47820. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47821. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47822. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47823. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47824. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47825. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47826. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47827. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47828. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47829. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47830. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47831. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47832. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47833. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47834. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47835. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47836. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47837. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47838. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47839. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47840. /** @hidden */
  47841. export var pbrPixelShader: {
  47842. name: string;
  47843. shader: string;
  47844. };
  47845. }
  47846. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47847. /** @hidden */
  47848. export var pbrVertexDeclaration: {
  47849. name: string;
  47850. shader: string;
  47851. };
  47852. }
  47853. declare module "babylonjs/Shaders/pbr.vertex" {
  47854. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47855. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47856. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47857. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47858. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47859. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47860. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47861. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47862. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47863. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47864. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47865. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47866. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47867. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47868. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47869. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47870. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47871. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47872. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47873. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47874. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47875. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47876. /** @hidden */
  47877. export var pbrVertexShader: {
  47878. name: string;
  47879. shader: string;
  47880. };
  47881. }
  47882. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47883. import { Nullable } from "babylonjs/types";
  47884. import { Scene } from "babylonjs/scene";
  47885. import { Matrix } from "babylonjs/Maths/math.vector";
  47886. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47888. import { Mesh } from "babylonjs/Meshes/mesh";
  47889. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47890. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47891. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47892. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47893. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47894. import { Color3 } from "babylonjs/Maths/math.color";
  47895. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47896. import { Material } from "babylonjs/Materials/material";
  47897. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47898. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47899. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47900. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47901. import "babylonjs/Shaders/pbr.fragment";
  47902. import "babylonjs/Shaders/pbr.vertex";
  47903. /**
  47904. * Manages the defines for the PBR Material.
  47905. * @hidden
  47906. */
  47907. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47908. PBR: boolean;
  47909. MAINUV1: boolean;
  47910. MAINUV2: boolean;
  47911. UV1: boolean;
  47912. UV2: boolean;
  47913. ALBEDO: boolean;
  47914. ALBEDODIRECTUV: number;
  47915. VERTEXCOLOR: boolean;
  47916. AMBIENT: boolean;
  47917. AMBIENTDIRECTUV: number;
  47918. AMBIENTINGRAYSCALE: boolean;
  47919. OPACITY: boolean;
  47920. VERTEXALPHA: boolean;
  47921. OPACITYDIRECTUV: number;
  47922. OPACITYRGB: boolean;
  47923. ALPHATEST: boolean;
  47924. DEPTHPREPASS: boolean;
  47925. ALPHABLEND: boolean;
  47926. ALPHAFROMALBEDO: boolean;
  47927. ALPHATESTVALUE: string;
  47928. SPECULAROVERALPHA: boolean;
  47929. RADIANCEOVERALPHA: boolean;
  47930. ALPHAFRESNEL: boolean;
  47931. LINEARALPHAFRESNEL: boolean;
  47932. PREMULTIPLYALPHA: boolean;
  47933. EMISSIVE: boolean;
  47934. EMISSIVEDIRECTUV: number;
  47935. REFLECTIVITY: boolean;
  47936. REFLECTIVITYDIRECTUV: number;
  47937. SPECULARTERM: boolean;
  47938. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47939. MICROSURFACEAUTOMATIC: boolean;
  47940. LODBASEDMICROSFURACE: boolean;
  47941. MICROSURFACEMAP: boolean;
  47942. MICROSURFACEMAPDIRECTUV: number;
  47943. METALLICWORKFLOW: boolean;
  47944. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  47945. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  47946. METALLNESSSTOREINMETALMAPBLUE: boolean;
  47947. AOSTOREINMETALMAPRED: boolean;
  47948. ENVIRONMENTBRDF: boolean;
  47949. ENVIRONMENTBRDF_RGBD: boolean;
  47950. NORMAL: boolean;
  47951. TANGENT: boolean;
  47952. BUMP: boolean;
  47953. BUMPDIRECTUV: number;
  47954. OBJECTSPACE_NORMALMAP: boolean;
  47955. PARALLAX: boolean;
  47956. PARALLAXOCCLUSION: boolean;
  47957. NORMALXYSCALE: boolean;
  47958. LIGHTMAP: boolean;
  47959. LIGHTMAPDIRECTUV: number;
  47960. USELIGHTMAPASSHADOWMAP: boolean;
  47961. GAMMALIGHTMAP: boolean;
  47962. REFLECTION: boolean;
  47963. REFLECTIONMAP_3D: boolean;
  47964. REFLECTIONMAP_SPHERICAL: boolean;
  47965. REFLECTIONMAP_PLANAR: boolean;
  47966. REFLECTIONMAP_CUBIC: boolean;
  47967. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  47968. REFLECTIONMAP_PROJECTION: boolean;
  47969. REFLECTIONMAP_SKYBOX: boolean;
  47970. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  47971. REFLECTIONMAP_EXPLICIT: boolean;
  47972. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  47973. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  47974. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  47975. INVERTCUBICMAP: boolean;
  47976. USESPHERICALFROMREFLECTIONMAP: boolean;
  47977. USEIRRADIANCEMAP: boolean;
  47978. SPHERICAL_HARMONICS: boolean;
  47979. USESPHERICALINVERTEX: boolean;
  47980. REFLECTIONMAP_OPPOSITEZ: boolean;
  47981. LODINREFLECTIONALPHA: boolean;
  47982. GAMMAREFLECTION: boolean;
  47983. RGBDREFLECTION: boolean;
  47984. LINEARSPECULARREFLECTION: boolean;
  47985. RADIANCEOCCLUSION: boolean;
  47986. HORIZONOCCLUSION: boolean;
  47987. INSTANCES: boolean;
  47988. NUM_BONE_INFLUENCERS: number;
  47989. BonesPerMesh: number;
  47990. BONETEXTURE: boolean;
  47991. NONUNIFORMSCALING: boolean;
  47992. MORPHTARGETS: boolean;
  47993. MORPHTARGETS_NORMAL: boolean;
  47994. MORPHTARGETS_TANGENT: boolean;
  47995. MORPHTARGETS_UV: boolean;
  47996. NUM_MORPH_INFLUENCERS: number;
  47997. IMAGEPROCESSING: boolean;
  47998. VIGNETTE: boolean;
  47999. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48000. VIGNETTEBLENDMODEOPAQUE: boolean;
  48001. TONEMAPPING: boolean;
  48002. TONEMAPPING_ACES: boolean;
  48003. CONTRAST: boolean;
  48004. COLORCURVES: boolean;
  48005. COLORGRADING: boolean;
  48006. COLORGRADING3D: boolean;
  48007. SAMPLER3DGREENDEPTH: boolean;
  48008. SAMPLER3DBGRMAP: boolean;
  48009. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48010. EXPOSURE: boolean;
  48011. MULTIVIEW: boolean;
  48012. USEPHYSICALLIGHTFALLOFF: boolean;
  48013. USEGLTFLIGHTFALLOFF: boolean;
  48014. TWOSIDEDLIGHTING: boolean;
  48015. SHADOWFLOAT: boolean;
  48016. CLIPPLANE: boolean;
  48017. CLIPPLANE2: boolean;
  48018. CLIPPLANE3: boolean;
  48019. CLIPPLANE4: boolean;
  48020. POINTSIZE: boolean;
  48021. FOG: boolean;
  48022. LOGARITHMICDEPTH: boolean;
  48023. FORCENORMALFORWARD: boolean;
  48024. SPECULARAA: boolean;
  48025. CLEARCOAT: boolean;
  48026. CLEARCOAT_DEFAULTIOR: boolean;
  48027. CLEARCOAT_TEXTURE: boolean;
  48028. CLEARCOAT_TEXTUREDIRECTUV: number;
  48029. CLEARCOAT_BUMP: boolean;
  48030. CLEARCOAT_BUMPDIRECTUV: number;
  48031. CLEARCOAT_TINT: boolean;
  48032. CLEARCOAT_TINT_TEXTURE: boolean;
  48033. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48034. ANISOTROPIC: boolean;
  48035. ANISOTROPIC_TEXTURE: boolean;
  48036. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48037. BRDF_V_HEIGHT_CORRELATED: boolean;
  48038. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48039. SHEEN: boolean;
  48040. SHEEN_TEXTURE: boolean;
  48041. SHEEN_TEXTUREDIRECTUV: number;
  48042. SHEEN_LINKWITHALBEDO: boolean;
  48043. SUBSURFACE: boolean;
  48044. SS_REFRACTION: boolean;
  48045. SS_TRANSLUCENCY: boolean;
  48046. SS_SCATERRING: boolean;
  48047. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48048. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48049. SS_REFRACTIONMAP_3D: boolean;
  48050. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48051. SS_LODINREFRACTIONALPHA: boolean;
  48052. SS_GAMMAREFRACTION: boolean;
  48053. SS_RGBDREFRACTION: boolean;
  48054. SS_LINEARSPECULARREFRACTION: boolean;
  48055. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48056. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48057. UNLIT: boolean;
  48058. DEBUGMODE: number;
  48059. /**
  48060. * Initializes the PBR Material defines.
  48061. */
  48062. constructor();
  48063. /**
  48064. * Resets the PBR Material defines.
  48065. */
  48066. reset(): void;
  48067. }
  48068. /**
  48069. * The Physically based material base class of BJS.
  48070. *
  48071. * This offers the main features of a standard PBR material.
  48072. * For more information, please refer to the documentation :
  48073. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48074. */
  48075. export abstract class PBRBaseMaterial extends PushMaterial {
  48076. /**
  48077. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48078. */
  48079. static readonly PBRMATERIAL_OPAQUE: number;
  48080. /**
  48081. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48082. */
  48083. static readonly PBRMATERIAL_ALPHATEST: number;
  48084. /**
  48085. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48086. */
  48087. static readonly PBRMATERIAL_ALPHABLEND: number;
  48088. /**
  48089. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48090. * They are also discarded below the alpha cutoff threshold to improve performances.
  48091. */
  48092. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48093. /**
  48094. * Defines the default value of how much AO map is occluding the analytical lights
  48095. * (point spot...).
  48096. */
  48097. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48098. /**
  48099. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48100. */
  48101. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48102. /**
  48103. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48104. * to enhance interoperability with other engines.
  48105. */
  48106. static readonly LIGHTFALLOFF_GLTF: number;
  48107. /**
  48108. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48109. * to enhance interoperability with other materials.
  48110. */
  48111. static readonly LIGHTFALLOFF_STANDARD: number;
  48112. /**
  48113. * Intensity of the direct lights e.g. the four lights available in your scene.
  48114. * This impacts both the direct diffuse and specular highlights.
  48115. */
  48116. protected _directIntensity: number;
  48117. /**
  48118. * Intensity of the emissive part of the material.
  48119. * This helps controlling the emissive effect without modifying the emissive color.
  48120. */
  48121. protected _emissiveIntensity: number;
  48122. /**
  48123. * Intensity of the environment e.g. how much the environment will light the object
  48124. * either through harmonics for rough material or through the refelction for shiny ones.
  48125. */
  48126. protected _environmentIntensity: number;
  48127. /**
  48128. * This is a special control allowing the reduction of the specular highlights coming from the
  48129. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48130. */
  48131. protected _specularIntensity: number;
  48132. /**
  48133. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48134. */
  48135. private _lightingInfos;
  48136. /**
  48137. * Debug Control allowing disabling the bump map on this material.
  48138. */
  48139. protected _disableBumpMap: boolean;
  48140. /**
  48141. * AKA Diffuse Texture in standard nomenclature.
  48142. */
  48143. protected _albedoTexture: Nullable<BaseTexture>;
  48144. /**
  48145. * AKA Occlusion Texture in other nomenclature.
  48146. */
  48147. protected _ambientTexture: Nullable<BaseTexture>;
  48148. /**
  48149. * AKA Occlusion Texture Intensity in other nomenclature.
  48150. */
  48151. protected _ambientTextureStrength: number;
  48152. /**
  48153. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48154. * 1 means it completely occludes it
  48155. * 0 mean it has no impact
  48156. */
  48157. protected _ambientTextureImpactOnAnalyticalLights: number;
  48158. /**
  48159. * Stores the alpha values in a texture.
  48160. */
  48161. protected _opacityTexture: Nullable<BaseTexture>;
  48162. /**
  48163. * Stores the reflection values in a texture.
  48164. */
  48165. protected _reflectionTexture: Nullable<BaseTexture>;
  48166. /**
  48167. * Stores the emissive values in a texture.
  48168. */
  48169. protected _emissiveTexture: Nullable<BaseTexture>;
  48170. /**
  48171. * AKA Specular texture in other nomenclature.
  48172. */
  48173. protected _reflectivityTexture: Nullable<BaseTexture>;
  48174. /**
  48175. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48176. */
  48177. protected _metallicTexture: Nullable<BaseTexture>;
  48178. /**
  48179. * Specifies the metallic scalar of the metallic/roughness workflow.
  48180. * Can also be used to scale the metalness values of the metallic texture.
  48181. */
  48182. protected _metallic: Nullable<number>;
  48183. /**
  48184. * Specifies the roughness scalar of the metallic/roughness workflow.
  48185. * Can also be used to scale the roughness values of the metallic texture.
  48186. */
  48187. protected _roughness: Nullable<number>;
  48188. /**
  48189. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48190. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48191. */
  48192. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48193. /**
  48194. * Stores surface normal data used to displace a mesh in a texture.
  48195. */
  48196. protected _bumpTexture: Nullable<BaseTexture>;
  48197. /**
  48198. * Stores the pre-calculated light information of a mesh in a texture.
  48199. */
  48200. protected _lightmapTexture: Nullable<BaseTexture>;
  48201. /**
  48202. * The color of a material in ambient lighting.
  48203. */
  48204. protected _ambientColor: Color3;
  48205. /**
  48206. * AKA Diffuse Color in other nomenclature.
  48207. */
  48208. protected _albedoColor: Color3;
  48209. /**
  48210. * AKA Specular Color in other nomenclature.
  48211. */
  48212. protected _reflectivityColor: Color3;
  48213. /**
  48214. * The color applied when light is reflected from a material.
  48215. */
  48216. protected _reflectionColor: Color3;
  48217. /**
  48218. * The color applied when light is emitted from a material.
  48219. */
  48220. protected _emissiveColor: Color3;
  48221. /**
  48222. * AKA Glossiness in other nomenclature.
  48223. */
  48224. protected _microSurface: number;
  48225. /**
  48226. * Specifies that the material will use the light map as a show map.
  48227. */
  48228. protected _useLightmapAsShadowmap: boolean;
  48229. /**
  48230. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48231. * makes the reflect vector face the model (under horizon).
  48232. */
  48233. protected _useHorizonOcclusion: boolean;
  48234. /**
  48235. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48236. * too much the area relying on ambient texture to define their ambient occlusion.
  48237. */
  48238. protected _useRadianceOcclusion: boolean;
  48239. /**
  48240. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48241. */
  48242. protected _useAlphaFromAlbedoTexture: boolean;
  48243. /**
  48244. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48245. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48246. */
  48247. protected _useSpecularOverAlpha: boolean;
  48248. /**
  48249. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48250. */
  48251. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48252. /**
  48253. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48254. */
  48255. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48256. /**
  48257. * Specifies if the metallic texture contains the roughness information in its green channel.
  48258. */
  48259. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48260. /**
  48261. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48262. */
  48263. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48264. /**
  48265. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48266. */
  48267. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48268. /**
  48269. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48270. */
  48271. protected _useAmbientInGrayScale: boolean;
  48272. /**
  48273. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48274. * The material will try to infer what glossiness each pixel should be.
  48275. */
  48276. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48277. /**
  48278. * Defines the falloff type used in this material.
  48279. * It by default is Physical.
  48280. */
  48281. protected _lightFalloff: number;
  48282. /**
  48283. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48284. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48285. */
  48286. protected _useRadianceOverAlpha: boolean;
  48287. /**
  48288. * Allows using an object space normal map (instead of tangent space).
  48289. */
  48290. protected _useObjectSpaceNormalMap: boolean;
  48291. /**
  48292. * Allows using the bump map in parallax mode.
  48293. */
  48294. protected _useParallax: boolean;
  48295. /**
  48296. * Allows using the bump map in parallax occlusion mode.
  48297. */
  48298. protected _useParallaxOcclusion: boolean;
  48299. /**
  48300. * Controls the scale bias of the parallax mode.
  48301. */
  48302. protected _parallaxScaleBias: number;
  48303. /**
  48304. * If sets to true, disables all the lights affecting the material.
  48305. */
  48306. protected _disableLighting: boolean;
  48307. /**
  48308. * Number of Simultaneous lights allowed on the material.
  48309. */
  48310. protected _maxSimultaneousLights: number;
  48311. /**
  48312. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48313. */
  48314. protected _invertNormalMapX: boolean;
  48315. /**
  48316. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48317. */
  48318. protected _invertNormalMapY: boolean;
  48319. /**
  48320. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48321. */
  48322. protected _twoSidedLighting: boolean;
  48323. /**
  48324. * Defines the alpha limits in alpha test mode.
  48325. */
  48326. protected _alphaCutOff: number;
  48327. /**
  48328. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48329. */
  48330. protected _forceAlphaTest: boolean;
  48331. /**
  48332. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48333. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48334. */
  48335. protected _useAlphaFresnel: boolean;
  48336. /**
  48337. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48338. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48339. */
  48340. protected _useLinearAlphaFresnel: boolean;
  48341. /**
  48342. * The transparency mode of the material.
  48343. */
  48344. protected _transparencyMode: Nullable<number>;
  48345. /**
  48346. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48347. * from cos thetav and roughness:
  48348. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48349. */
  48350. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48351. /**
  48352. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48353. */
  48354. protected _forceIrradianceInFragment: boolean;
  48355. /**
  48356. * Force normal to face away from face.
  48357. */
  48358. protected _forceNormalForward: boolean;
  48359. /**
  48360. * Enables specular anti aliasing in the PBR shader.
  48361. * It will both interacts on the Geometry for analytical and IBL lighting.
  48362. * It also prefilter the roughness map based on the bump values.
  48363. */
  48364. protected _enableSpecularAntiAliasing: boolean;
  48365. /**
  48366. * Default configuration related to image processing available in the PBR Material.
  48367. */
  48368. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48369. /**
  48370. * Keep track of the image processing observer to allow dispose and replace.
  48371. */
  48372. private _imageProcessingObserver;
  48373. /**
  48374. * Attaches a new image processing configuration to the PBR Material.
  48375. * @param configuration
  48376. */
  48377. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48378. /**
  48379. * Stores the available render targets.
  48380. */
  48381. private _renderTargets;
  48382. /**
  48383. * Sets the global ambient color for the material used in lighting calculations.
  48384. */
  48385. private _globalAmbientColor;
  48386. /**
  48387. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48388. */
  48389. private _useLogarithmicDepth;
  48390. /**
  48391. * If set to true, no lighting calculations will be applied.
  48392. */
  48393. private _unlit;
  48394. private _debugMode;
  48395. /**
  48396. * @hidden
  48397. * This is reserved for the inspector.
  48398. * Defines the material debug mode.
  48399. * It helps seeing only some components of the material while troubleshooting.
  48400. */
  48401. debugMode: number;
  48402. /**
  48403. * @hidden
  48404. * This is reserved for the inspector.
  48405. * Specify from where on screen the debug mode should start.
  48406. * The value goes from -1 (full screen) to 1 (not visible)
  48407. * It helps with side by side comparison against the final render
  48408. * This defaults to -1
  48409. */
  48410. private debugLimit;
  48411. /**
  48412. * @hidden
  48413. * This is reserved for the inspector.
  48414. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48415. * You can use the factor to better multiply the final value.
  48416. */
  48417. private debugFactor;
  48418. /**
  48419. * Defines the clear coat layer parameters for the material.
  48420. */
  48421. readonly clearCoat: PBRClearCoatConfiguration;
  48422. /**
  48423. * Defines the anisotropic parameters for the material.
  48424. */
  48425. readonly anisotropy: PBRAnisotropicConfiguration;
  48426. /**
  48427. * Defines the BRDF parameters for the material.
  48428. */
  48429. readonly brdf: PBRBRDFConfiguration;
  48430. /**
  48431. * Defines the Sheen parameters for the material.
  48432. */
  48433. readonly sheen: PBRSheenConfiguration;
  48434. /**
  48435. * Defines the SubSurface parameters for the material.
  48436. */
  48437. readonly subSurface: PBRSubSurfaceConfiguration;
  48438. /**
  48439. * Custom callback helping to override the default shader used in the material.
  48440. */
  48441. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48442. /**
  48443. * Instantiates a new PBRMaterial instance.
  48444. *
  48445. * @param name The material name
  48446. * @param scene The scene the material will be use in.
  48447. */
  48448. constructor(name: string, scene: Scene);
  48449. /**
  48450. * Gets a boolean indicating that current material needs to register RTT
  48451. */
  48452. readonly hasRenderTargetTextures: boolean;
  48453. /**
  48454. * Gets the name of the material class.
  48455. */
  48456. getClassName(): string;
  48457. /**
  48458. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48459. */
  48460. /**
  48461. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48462. */
  48463. useLogarithmicDepth: boolean;
  48464. /**
  48465. * Gets the current transparency mode.
  48466. */
  48467. /**
  48468. * Sets the transparency mode of the material.
  48469. *
  48470. * | Value | Type | Description |
  48471. * | ----- | ----------------------------------- | ----------- |
  48472. * | 0 | OPAQUE | |
  48473. * | 1 | ALPHATEST | |
  48474. * | 2 | ALPHABLEND | |
  48475. * | 3 | ALPHATESTANDBLEND | |
  48476. *
  48477. */
  48478. transparencyMode: Nullable<number>;
  48479. /**
  48480. * Returns true if alpha blending should be disabled.
  48481. */
  48482. private readonly _disableAlphaBlending;
  48483. /**
  48484. * Specifies whether or not this material should be rendered in alpha blend mode.
  48485. */
  48486. needAlphaBlending(): boolean;
  48487. /**
  48488. * Specifies if the mesh will require alpha blending.
  48489. * @param mesh - BJS mesh.
  48490. */
  48491. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48492. /**
  48493. * Specifies whether or not this material should be rendered in alpha test mode.
  48494. */
  48495. needAlphaTesting(): boolean;
  48496. /**
  48497. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48498. */
  48499. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48500. /**
  48501. * Gets the texture used for the alpha test.
  48502. */
  48503. getAlphaTestTexture(): Nullable<BaseTexture>;
  48504. /**
  48505. * Specifies that the submesh is ready to be used.
  48506. * @param mesh - BJS mesh.
  48507. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48508. * @param useInstances - Specifies that instances should be used.
  48509. * @returns - boolean indicating that the submesh is ready or not.
  48510. */
  48511. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48512. /**
  48513. * Specifies if the material uses metallic roughness workflow.
  48514. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48515. */
  48516. isMetallicWorkflow(): boolean;
  48517. private _prepareEffect;
  48518. private _prepareDefines;
  48519. /**
  48520. * Force shader compilation
  48521. */
  48522. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48523. clipPlane: boolean;
  48524. }>): void;
  48525. /**
  48526. * Initializes the uniform buffer layout for the shader.
  48527. */
  48528. buildUniformLayout(): void;
  48529. /**
  48530. * Unbinds the material from the mesh
  48531. */
  48532. unbind(): void;
  48533. /**
  48534. * Binds the submesh data.
  48535. * @param world - The world matrix.
  48536. * @param mesh - The BJS mesh.
  48537. * @param subMesh - A submesh of the BJS mesh.
  48538. */
  48539. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48540. /**
  48541. * Returns the animatable textures.
  48542. * @returns - Array of animatable textures.
  48543. */
  48544. getAnimatables(): IAnimatable[];
  48545. /**
  48546. * Returns the texture used for reflections.
  48547. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48548. */
  48549. private _getReflectionTexture;
  48550. /**
  48551. * Returns an array of the actively used textures.
  48552. * @returns - Array of BaseTextures
  48553. */
  48554. getActiveTextures(): BaseTexture[];
  48555. /**
  48556. * Checks to see if a texture is used in the material.
  48557. * @param texture - Base texture to use.
  48558. * @returns - Boolean specifying if a texture is used in the material.
  48559. */
  48560. hasTexture(texture: BaseTexture): boolean;
  48561. /**
  48562. * Disposes the resources of the material.
  48563. * @param forceDisposeEffect - Forces the disposal of effects.
  48564. * @param forceDisposeTextures - Forces the disposal of all textures.
  48565. */
  48566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48567. }
  48568. }
  48569. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48570. import { Nullable } from "babylonjs/types";
  48571. import { Scene } from "babylonjs/scene";
  48572. import { Color3 } from "babylonjs/Maths/math.color";
  48573. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48574. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48575. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48576. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48577. /**
  48578. * The Physically based material of BJS.
  48579. *
  48580. * This offers the main features of a standard PBR material.
  48581. * For more information, please refer to the documentation :
  48582. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48583. */
  48584. export class PBRMaterial extends PBRBaseMaterial {
  48585. /**
  48586. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48587. */
  48588. static readonly PBRMATERIAL_OPAQUE: number;
  48589. /**
  48590. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48591. */
  48592. static readonly PBRMATERIAL_ALPHATEST: number;
  48593. /**
  48594. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48595. */
  48596. static readonly PBRMATERIAL_ALPHABLEND: number;
  48597. /**
  48598. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48599. * They are also discarded below the alpha cutoff threshold to improve performances.
  48600. */
  48601. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48602. /**
  48603. * Defines the default value of how much AO map is occluding the analytical lights
  48604. * (point spot...).
  48605. */
  48606. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48607. /**
  48608. * Intensity of the direct lights e.g. the four lights available in your scene.
  48609. * This impacts both the direct diffuse and specular highlights.
  48610. */
  48611. directIntensity: number;
  48612. /**
  48613. * Intensity of the emissive part of the material.
  48614. * This helps controlling the emissive effect without modifying the emissive color.
  48615. */
  48616. emissiveIntensity: number;
  48617. /**
  48618. * Intensity of the environment e.g. how much the environment will light the object
  48619. * either through harmonics for rough material or through the refelction for shiny ones.
  48620. */
  48621. environmentIntensity: number;
  48622. /**
  48623. * This is a special control allowing the reduction of the specular highlights coming from the
  48624. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48625. */
  48626. specularIntensity: number;
  48627. /**
  48628. * Debug Control allowing disabling the bump map on this material.
  48629. */
  48630. disableBumpMap: boolean;
  48631. /**
  48632. * AKA Diffuse Texture in standard nomenclature.
  48633. */
  48634. albedoTexture: BaseTexture;
  48635. /**
  48636. * AKA Occlusion Texture in other nomenclature.
  48637. */
  48638. ambientTexture: BaseTexture;
  48639. /**
  48640. * AKA Occlusion Texture Intensity in other nomenclature.
  48641. */
  48642. ambientTextureStrength: number;
  48643. /**
  48644. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48645. * 1 means it completely occludes it
  48646. * 0 mean it has no impact
  48647. */
  48648. ambientTextureImpactOnAnalyticalLights: number;
  48649. /**
  48650. * Stores the alpha values in a texture.
  48651. */
  48652. opacityTexture: BaseTexture;
  48653. /**
  48654. * Stores the reflection values in a texture.
  48655. */
  48656. reflectionTexture: Nullable<BaseTexture>;
  48657. /**
  48658. * Stores the emissive values in a texture.
  48659. */
  48660. emissiveTexture: BaseTexture;
  48661. /**
  48662. * AKA Specular texture in other nomenclature.
  48663. */
  48664. reflectivityTexture: BaseTexture;
  48665. /**
  48666. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48667. */
  48668. metallicTexture: BaseTexture;
  48669. /**
  48670. * Specifies the metallic scalar of the metallic/roughness workflow.
  48671. * Can also be used to scale the metalness values of the metallic texture.
  48672. */
  48673. metallic: Nullable<number>;
  48674. /**
  48675. * Specifies the roughness scalar of the metallic/roughness workflow.
  48676. * Can also be used to scale the roughness values of the metallic texture.
  48677. */
  48678. roughness: Nullable<number>;
  48679. /**
  48680. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48681. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48682. */
  48683. microSurfaceTexture: BaseTexture;
  48684. /**
  48685. * Stores surface normal data used to displace a mesh in a texture.
  48686. */
  48687. bumpTexture: BaseTexture;
  48688. /**
  48689. * Stores the pre-calculated light information of a mesh in a texture.
  48690. */
  48691. lightmapTexture: BaseTexture;
  48692. /**
  48693. * Stores the refracted light information in a texture.
  48694. */
  48695. refractionTexture: Nullable<BaseTexture>;
  48696. /**
  48697. * The color of a material in ambient lighting.
  48698. */
  48699. ambientColor: Color3;
  48700. /**
  48701. * AKA Diffuse Color in other nomenclature.
  48702. */
  48703. albedoColor: Color3;
  48704. /**
  48705. * AKA Specular Color in other nomenclature.
  48706. */
  48707. reflectivityColor: Color3;
  48708. /**
  48709. * The color reflected from the material.
  48710. */
  48711. reflectionColor: Color3;
  48712. /**
  48713. * The color emitted from the material.
  48714. */
  48715. emissiveColor: Color3;
  48716. /**
  48717. * AKA Glossiness in other nomenclature.
  48718. */
  48719. microSurface: number;
  48720. /**
  48721. * source material index of refraction (IOR)' / 'destination material IOR.
  48722. */
  48723. indexOfRefraction: number;
  48724. /**
  48725. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48726. */
  48727. invertRefractionY: boolean;
  48728. /**
  48729. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48730. * Materials half opaque for instance using refraction could benefit from this control.
  48731. */
  48732. linkRefractionWithTransparency: boolean;
  48733. /**
  48734. * If true, the light map contains occlusion information instead of lighting info.
  48735. */
  48736. useLightmapAsShadowmap: boolean;
  48737. /**
  48738. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48739. */
  48740. useAlphaFromAlbedoTexture: boolean;
  48741. /**
  48742. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48743. */
  48744. forceAlphaTest: boolean;
  48745. /**
  48746. * Defines the alpha limits in alpha test mode.
  48747. */
  48748. alphaCutOff: number;
  48749. /**
  48750. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48751. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48752. */
  48753. useSpecularOverAlpha: boolean;
  48754. /**
  48755. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48756. */
  48757. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48758. /**
  48759. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48760. */
  48761. useRoughnessFromMetallicTextureAlpha: boolean;
  48762. /**
  48763. * Specifies if the metallic texture contains the roughness information in its green channel.
  48764. */
  48765. useRoughnessFromMetallicTextureGreen: boolean;
  48766. /**
  48767. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48768. */
  48769. useMetallnessFromMetallicTextureBlue: boolean;
  48770. /**
  48771. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48772. */
  48773. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48774. /**
  48775. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48776. */
  48777. useAmbientInGrayScale: boolean;
  48778. /**
  48779. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48780. * The material will try to infer what glossiness each pixel should be.
  48781. */
  48782. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48783. /**
  48784. * BJS is using an harcoded light falloff based on a manually sets up range.
  48785. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48786. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48787. */
  48788. /**
  48789. * BJS is using an harcoded light falloff based on a manually sets up range.
  48790. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48791. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48792. */
  48793. usePhysicalLightFalloff: boolean;
  48794. /**
  48795. * In order to support the falloff compatibility with gltf, a special mode has been added
  48796. * to reproduce the gltf light falloff.
  48797. */
  48798. /**
  48799. * In order to support the falloff compatibility with gltf, a special mode has been added
  48800. * to reproduce the gltf light falloff.
  48801. */
  48802. useGLTFLightFalloff: boolean;
  48803. /**
  48804. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48805. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48806. */
  48807. useRadianceOverAlpha: boolean;
  48808. /**
  48809. * Allows using an object space normal map (instead of tangent space).
  48810. */
  48811. useObjectSpaceNormalMap: boolean;
  48812. /**
  48813. * Allows using the bump map in parallax mode.
  48814. */
  48815. useParallax: boolean;
  48816. /**
  48817. * Allows using the bump map in parallax occlusion mode.
  48818. */
  48819. useParallaxOcclusion: boolean;
  48820. /**
  48821. * Controls the scale bias of the parallax mode.
  48822. */
  48823. parallaxScaleBias: number;
  48824. /**
  48825. * If sets to true, disables all the lights affecting the material.
  48826. */
  48827. disableLighting: boolean;
  48828. /**
  48829. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48830. */
  48831. forceIrradianceInFragment: boolean;
  48832. /**
  48833. * Number of Simultaneous lights allowed on the material.
  48834. */
  48835. maxSimultaneousLights: number;
  48836. /**
  48837. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48838. */
  48839. invertNormalMapX: boolean;
  48840. /**
  48841. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48842. */
  48843. invertNormalMapY: boolean;
  48844. /**
  48845. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48846. */
  48847. twoSidedLighting: boolean;
  48848. /**
  48849. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48850. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48851. */
  48852. useAlphaFresnel: boolean;
  48853. /**
  48854. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48855. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48856. */
  48857. useLinearAlphaFresnel: boolean;
  48858. /**
  48859. * Let user defines the brdf lookup texture used for IBL.
  48860. * A default 8bit version is embedded but you could point at :
  48861. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48862. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48863. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48864. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48865. */
  48866. environmentBRDFTexture: Nullable<BaseTexture>;
  48867. /**
  48868. * Force normal to face away from face.
  48869. */
  48870. forceNormalForward: boolean;
  48871. /**
  48872. * Enables specular anti aliasing in the PBR shader.
  48873. * It will both interacts on the Geometry for analytical and IBL lighting.
  48874. * It also prefilter the roughness map based on the bump values.
  48875. */
  48876. enableSpecularAntiAliasing: boolean;
  48877. /**
  48878. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48879. * makes the reflect vector face the model (under horizon).
  48880. */
  48881. useHorizonOcclusion: boolean;
  48882. /**
  48883. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48884. * too much the area relying on ambient texture to define their ambient occlusion.
  48885. */
  48886. useRadianceOcclusion: boolean;
  48887. /**
  48888. * If set to true, no lighting calculations will be applied.
  48889. */
  48890. unlit: boolean;
  48891. /**
  48892. * Gets the image processing configuration used either in this material.
  48893. */
  48894. /**
  48895. * Sets the Default image processing configuration used either in the this material.
  48896. *
  48897. * If sets to null, the scene one is in use.
  48898. */
  48899. imageProcessingConfiguration: ImageProcessingConfiguration;
  48900. /**
  48901. * Gets wether the color curves effect is enabled.
  48902. */
  48903. /**
  48904. * Sets wether the color curves effect is enabled.
  48905. */
  48906. cameraColorCurvesEnabled: boolean;
  48907. /**
  48908. * Gets wether the color grading effect is enabled.
  48909. */
  48910. /**
  48911. * Gets wether the color grading effect is enabled.
  48912. */
  48913. cameraColorGradingEnabled: boolean;
  48914. /**
  48915. * Gets wether tonemapping is enabled or not.
  48916. */
  48917. /**
  48918. * Sets wether tonemapping is enabled or not
  48919. */
  48920. cameraToneMappingEnabled: boolean;
  48921. /**
  48922. * The camera exposure used on this material.
  48923. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48924. * This corresponds to a photographic exposure.
  48925. */
  48926. /**
  48927. * The camera exposure used on this material.
  48928. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48929. * This corresponds to a photographic exposure.
  48930. */
  48931. cameraExposure: number;
  48932. /**
  48933. * Gets The camera contrast used on this material.
  48934. */
  48935. /**
  48936. * Sets The camera contrast used on this material.
  48937. */
  48938. cameraContrast: number;
  48939. /**
  48940. * Gets the Color Grading 2D Lookup Texture.
  48941. */
  48942. /**
  48943. * Sets the Color Grading 2D Lookup Texture.
  48944. */
  48945. cameraColorGradingTexture: Nullable<BaseTexture>;
  48946. /**
  48947. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48948. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48949. * 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;
  48950. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48951. */
  48952. /**
  48953. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48954. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48955. * 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;
  48956. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48957. */
  48958. cameraColorCurves: Nullable<ColorCurves>;
  48959. /**
  48960. * Instantiates a new PBRMaterial instance.
  48961. *
  48962. * @param name The material name
  48963. * @param scene The scene the material will be use in.
  48964. */
  48965. constructor(name: string, scene: Scene);
  48966. /**
  48967. * Returns the name of this material class.
  48968. */
  48969. getClassName(): string;
  48970. /**
  48971. * Makes a duplicate of the current material.
  48972. * @param name - name to use for the new material.
  48973. */
  48974. clone(name: string): PBRMaterial;
  48975. /**
  48976. * Serializes this PBR Material.
  48977. * @returns - An object with the serialized material.
  48978. */
  48979. serialize(): any;
  48980. /**
  48981. * Parses a PBR Material from a serialized object.
  48982. * @param source - Serialized object.
  48983. * @param scene - BJS scene instance.
  48984. * @param rootUrl - url for the scene object
  48985. * @returns - PBRMaterial
  48986. */
  48987. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  48988. }
  48989. }
  48990. declare module "babylonjs/Misc/dds" {
  48991. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  48992. import { Engine } from "babylonjs/Engines/engine";
  48993. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48994. import { Nullable } from "babylonjs/types";
  48995. import { Scene } from "babylonjs/scene";
  48996. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  48997. /**
  48998. * Direct draw surface info
  48999. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49000. */
  49001. export interface DDSInfo {
  49002. /**
  49003. * Width of the texture
  49004. */
  49005. width: number;
  49006. /**
  49007. * Width of the texture
  49008. */
  49009. height: number;
  49010. /**
  49011. * Number of Mipmaps for the texture
  49012. * @see https://en.wikipedia.org/wiki/Mipmap
  49013. */
  49014. mipmapCount: number;
  49015. /**
  49016. * If the textures format is a known fourCC format
  49017. * @see https://www.fourcc.org/
  49018. */
  49019. isFourCC: boolean;
  49020. /**
  49021. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49022. */
  49023. isRGB: boolean;
  49024. /**
  49025. * If the texture is a lumincance format
  49026. */
  49027. isLuminance: boolean;
  49028. /**
  49029. * If this is a cube texture
  49030. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49031. */
  49032. isCube: boolean;
  49033. /**
  49034. * If the texture is a compressed format eg. FOURCC_DXT1
  49035. */
  49036. isCompressed: boolean;
  49037. /**
  49038. * The dxgiFormat of the texture
  49039. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49040. */
  49041. dxgiFormat: number;
  49042. /**
  49043. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49044. */
  49045. textureType: number;
  49046. /**
  49047. * Sphericle polynomial created for the dds texture
  49048. */
  49049. sphericalPolynomial?: SphericalPolynomial;
  49050. }
  49051. /**
  49052. * Class used to provide DDS decompression tools
  49053. */
  49054. export class DDSTools {
  49055. /**
  49056. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49057. */
  49058. static StoreLODInAlphaChannel: boolean;
  49059. /**
  49060. * Gets DDS information from an array buffer
  49061. * @param arrayBuffer defines the array buffer to read data from
  49062. * @returns the DDS information
  49063. */
  49064. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49065. private static _FloatView;
  49066. private static _Int32View;
  49067. private static _ToHalfFloat;
  49068. private static _FromHalfFloat;
  49069. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49070. private static _GetHalfFloatRGBAArrayBuffer;
  49071. private static _GetFloatRGBAArrayBuffer;
  49072. private static _GetFloatAsUIntRGBAArrayBuffer;
  49073. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49074. private static _GetRGBAArrayBuffer;
  49075. private static _ExtractLongWordOrder;
  49076. private static _GetRGBArrayBuffer;
  49077. private static _GetLuminanceArrayBuffer;
  49078. /**
  49079. * Uploads DDS Levels to a Babylon Texture
  49080. * @hidden
  49081. */
  49082. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49083. }
  49084. module "babylonjs/Engines/engine" {
  49085. interface Engine {
  49086. /**
  49087. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49088. * @param rootUrl defines the url where the file to load is located
  49089. * @param scene defines the current scene
  49090. * @param lodScale defines scale to apply to the mip map selection
  49091. * @param lodOffset defines offset to apply to the mip map selection
  49092. * @param onLoad defines an optional callback raised when the texture is loaded
  49093. * @param onError defines an optional callback raised if there is an issue to load the texture
  49094. * @param format defines the format of the data
  49095. * @param forcedExtension defines the extension to use to pick the right loader
  49096. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49097. * @returns the cube texture as an InternalTexture
  49098. */
  49099. 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;
  49100. }
  49101. }
  49102. }
  49103. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49104. import { Nullable } from "babylonjs/types";
  49105. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49106. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49107. /**
  49108. * Implementation of the DDS Texture Loader.
  49109. * @hidden
  49110. */
  49111. export class _DDSTextureLoader implements IInternalTextureLoader {
  49112. /**
  49113. * Defines wether the loader supports cascade loading the different faces.
  49114. */
  49115. readonly supportCascades: boolean;
  49116. /**
  49117. * This returns if the loader support the current file information.
  49118. * @param extension defines the file extension of the file being loaded
  49119. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49120. * @param fallback defines the fallback internal texture if any
  49121. * @param isBase64 defines whether the texture is encoded as a base64
  49122. * @param isBuffer defines whether the texture data are stored as a buffer
  49123. * @returns true if the loader can load the specified file
  49124. */
  49125. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49126. /**
  49127. * Transform the url before loading if required.
  49128. * @param rootUrl the url of the texture
  49129. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49130. * @returns the transformed texture
  49131. */
  49132. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49133. /**
  49134. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49135. * @param rootUrl the url of the texture
  49136. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49137. * @returns the fallback texture
  49138. */
  49139. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49140. /**
  49141. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49142. * @param data contains the texture data
  49143. * @param texture defines the BabylonJS internal texture
  49144. * @param createPolynomials will be true if polynomials have been requested
  49145. * @param onLoad defines the callback to trigger once the texture is ready
  49146. * @param onError defines the callback to trigger in case of error
  49147. */
  49148. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49149. /**
  49150. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49151. * @param data contains the texture data
  49152. * @param texture defines the BabylonJS internal texture
  49153. * @param callback defines the method to call once ready to upload
  49154. */
  49155. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49156. }
  49157. }
  49158. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49159. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49160. /** @hidden */
  49161. export var rgbdEncodePixelShader: {
  49162. name: string;
  49163. shader: string;
  49164. };
  49165. }
  49166. declare module "babylonjs/Misc/environmentTextureTools" {
  49167. import { Nullable } from "babylonjs/types";
  49168. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49169. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49170. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49171. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49172. import "babylonjs/Shaders/rgbdEncode.fragment";
  49173. import "babylonjs/Shaders/rgbdDecode.fragment";
  49174. /**
  49175. * Raw texture data and descriptor sufficient for WebGL texture upload
  49176. */
  49177. export interface EnvironmentTextureInfo {
  49178. /**
  49179. * Version of the environment map
  49180. */
  49181. version: number;
  49182. /**
  49183. * Width of image
  49184. */
  49185. width: number;
  49186. /**
  49187. * Irradiance information stored in the file.
  49188. */
  49189. irradiance: any;
  49190. /**
  49191. * Specular information stored in the file.
  49192. */
  49193. specular: any;
  49194. }
  49195. /**
  49196. * Sets of helpers addressing the serialization and deserialization of environment texture
  49197. * stored in a BabylonJS env file.
  49198. * Those files are usually stored as .env files.
  49199. */
  49200. export class EnvironmentTextureTools {
  49201. /**
  49202. * Magic number identifying the env file.
  49203. */
  49204. private static _MagicBytes;
  49205. /**
  49206. * Gets the environment info from an env file.
  49207. * @param data The array buffer containing the .env bytes.
  49208. * @returns the environment file info (the json header) if successfully parsed.
  49209. */
  49210. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49211. /**
  49212. * Creates an environment texture from a loaded cube texture.
  49213. * @param texture defines the cube texture to convert in env file
  49214. * @return a promise containing the environment data if succesfull.
  49215. */
  49216. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49217. /**
  49218. * Creates a JSON representation of the spherical data.
  49219. * @param texture defines the texture containing the polynomials
  49220. * @return the JSON representation of the spherical info
  49221. */
  49222. private static _CreateEnvTextureIrradiance;
  49223. /**
  49224. * Uploads the texture info contained in the env file to the GPU.
  49225. * @param texture defines the internal texture to upload to
  49226. * @param arrayBuffer defines the buffer cotaining the data to load
  49227. * @param info defines the texture info retrieved through the GetEnvInfo method
  49228. * @returns a promise
  49229. */
  49230. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49231. /**
  49232. * Uploads the levels of image data to the GPU.
  49233. * @param texture defines the internal texture to upload to
  49234. * @param imageData defines the array buffer views of image data [mipmap][face]
  49235. * @returns a promise
  49236. */
  49237. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49238. /**
  49239. * Uploads spherical polynomials information to the texture.
  49240. * @param texture defines the texture we are trying to upload the information to
  49241. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49242. */
  49243. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49244. /** @hidden */
  49245. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49246. }
  49247. }
  49248. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49249. import { Nullable } from "babylonjs/types";
  49250. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49251. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49252. /**
  49253. * Implementation of the ENV Texture Loader.
  49254. * @hidden
  49255. */
  49256. export class _ENVTextureLoader implements IInternalTextureLoader {
  49257. /**
  49258. * Defines wether the loader supports cascade loading the different faces.
  49259. */
  49260. readonly supportCascades: boolean;
  49261. /**
  49262. * This returns if the loader support the current file information.
  49263. * @param extension defines the file extension of the file being loaded
  49264. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49265. * @param fallback defines the fallback internal texture if any
  49266. * @param isBase64 defines whether the texture is encoded as a base64
  49267. * @param isBuffer defines whether the texture data are stored as a buffer
  49268. * @returns true if the loader can load the specified file
  49269. */
  49270. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49271. /**
  49272. * Transform the url before loading if required.
  49273. * @param rootUrl the url of the texture
  49274. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49275. * @returns the transformed texture
  49276. */
  49277. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49278. /**
  49279. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49280. * @param rootUrl the url of the texture
  49281. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49282. * @returns the fallback texture
  49283. */
  49284. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49285. /**
  49286. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49287. * @param data contains the texture data
  49288. * @param texture defines the BabylonJS internal texture
  49289. * @param createPolynomials will be true if polynomials have been requested
  49290. * @param onLoad defines the callback to trigger once the texture is ready
  49291. * @param onError defines the callback to trigger in case of error
  49292. */
  49293. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49294. /**
  49295. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49296. * @param data contains the texture data
  49297. * @param texture defines the BabylonJS internal texture
  49298. * @param callback defines the method to call once ready to upload
  49299. */
  49300. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49301. }
  49302. }
  49303. declare module "babylonjs/Misc/khronosTextureContainer" {
  49304. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49305. /**
  49306. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49307. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49308. */
  49309. export class KhronosTextureContainer {
  49310. /** contents of the KTX container file */
  49311. arrayBuffer: any;
  49312. private static HEADER_LEN;
  49313. private static COMPRESSED_2D;
  49314. private static COMPRESSED_3D;
  49315. private static TEX_2D;
  49316. private static TEX_3D;
  49317. /**
  49318. * Gets the openGL type
  49319. */
  49320. glType: number;
  49321. /**
  49322. * Gets the openGL type size
  49323. */
  49324. glTypeSize: number;
  49325. /**
  49326. * Gets the openGL format
  49327. */
  49328. glFormat: number;
  49329. /**
  49330. * Gets the openGL internal format
  49331. */
  49332. glInternalFormat: number;
  49333. /**
  49334. * Gets the base internal format
  49335. */
  49336. glBaseInternalFormat: number;
  49337. /**
  49338. * Gets image width in pixel
  49339. */
  49340. pixelWidth: number;
  49341. /**
  49342. * Gets image height in pixel
  49343. */
  49344. pixelHeight: number;
  49345. /**
  49346. * Gets image depth in pixels
  49347. */
  49348. pixelDepth: number;
  49349. /**
  49350. * Gets the number of array elements
  49351. */
  49352. numberOfArrayElements: number;
  49353. /**
  49354. * Gets the number of faces
  49355. */
  49356. numberOfFaces: number;
  49357. /**
  49358. * Gets the number of mipmap levels
  49359. */
  49360. numberOfMipmapLevels: number;
  49361. /**
  49362. * Gets the bytes of key value data
  49363. */
  49364. bytesOfKeyValueData: number;
  49365. /**
  49366. * Gets the load type
  49367. */
  49368. loadType: number;
  49369. /**
  49370. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49371. */
  49372. isInvalid: boolean;
  49373. /**
  49374. * Creates a new KhronosTextureContainer
  49375. * @param arrayBuffer contents of the KTX container file
  49376. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49377. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49378. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49379. */
  49380. constructor(
  49381. /** contents of the KTX container file */
  49382. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49383. /**
  49384. * Uploads KTX content to a Babylon Texture.
  49385. * It is assumed that the texture has already been created & is currently bound
  49386. * @hidden
  49387. */
  49388. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49389. private _upload2DCompressedLevels;
  49390. }
  49391. }
  49392. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49393. import { Nullable } from "babylonjs/types";
  49394. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49395. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49396. /**
  49397. * Implementation of the KTX Texture Loader.
  49398. * @hidden
  49399. */
  49400. export class _KTXTextureLoader implements IInternalTextureLoader {
  49401. /**
  49402. * Defines wether the loader supports cascade loading the different faces.
  49403. */
  49404. readonly supportCascades: boolean;
  49405. /**
  49406. * This returns if the loader support the current file information.
  49407. * @param extension defines the file extension of the file being loaded
  49408. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49409. * @param fallback defines the fallback internal texture if any
  49410. * @param isBase64 defines whether the texture is encoded as a base64
  49411. * @param isBuffer defines whether the texture data are stored as a buffer
  49412. * @returns true if the loader can load the specified file
  49413. */
  49414. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49415. /**
  49416. * Transform the url before loading if required.
  49417. * @param rootUrl the url of the texture
  49418. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49419. * @returns the transformed texture
  49420. */
  49421. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49422. /**
  49423. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49424. * @param rootUrl the url of the texture
  49425. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49426. * @returns the fallback texture
  49427. */
  49428. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49429. /**
  49430. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49431. * @param data contains the texture data
  49432. * @param texture defines the BabylonJS internal texture
  49433. * @param createPolynomials will be true if polynomials have been requested
  49434. * @param onLoad defines the callback to trigger once the texture is ready
  49435. * @param onError defines the callback to trigger in case of error
  49436. */
  49437. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49438. /**
  49439. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49440. * @param data contains the texture data
  49441. * @param texture defines the BabylonJS internal texture
  49442. * @param callback defines the method to call once ready to upload
  49443. */
  49444. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49445. }
  49446. }
  49447. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49448. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49449. import { Scene } from "babylonjs/scene";
  49450. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49451. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49452. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49453. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49454. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49455. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49457. /**
  49458. * Options for the default xr helper
  49459. */
  49460. export class WebXRDefaultExperienceOptions {
  49461. /**
  49462. * Floor meshes that should be used for teleporting
  49463. */
  49464. floorMeshes: Array<AbstractMesh>;
  49465. }
  49466. /**
  49467. * Default experience which provides a similar setup to the previous webVRExperience
  49468. */
  49469. export class WebXRDefaultExperience {
  49470. /**
  49471. * Base experience
  49472. */
  49473. baseExperience: WebXRExperienceHelper;
  49474. /**
  49475. * Input experience extension
  49476. */
  49477. input: WebXRInput;
  49478. /**
  49479. * Loads the controller models
  49480. */
  49481. controllerModelLoader: WebXRControllerModelLoader;
  49482. /**
  49483. * Enables laser pointer and selection
  49484. */
  49485. pointerSelection: WebXRControllerPointerSelection;
  49486. /**
  49487. * Enables teleportation
  49488. */
  49489. teleportation: WebXRControllerTeleportation;
  49490. /**
  49491. * Enables ui for enetering/exiting xr
  49492. */
  49493. enterExitUI: WebXREnterExitUI;
  49494. /**
  49495. * Default output canvas xr should render to
  49496. */
  49497. outputCanvas: WebXRManagedOutputCanvas;
  49498. /**
  49499. * Creates the default xr experience
  49500. * @param scene scene
  49501. * @param options options for basic configuration
  49502. * @returns resulting WebXRDefaultExperience
  49503. */
  49504. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49505. private constructor();
  49506. /**
  49507. * DIsposes of the experience helper
  49508. */
  49509. dispose(): void;
  49510. }
  49511. }
  49512. declare module "babylonjs/Helpers/sceneHelpers" {
  49513. import { Nullable } from "babylonjs/types";
  49514. import { Mesh } from "babylonjs/Meshes/mesh";
  49515. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49516. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49517. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49518. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49519. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49520. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49521. import "babylonjs/Meshes/Builders/boxBuilder";
  49522. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49523. /** @hidden */
  49524. export var _forceSceneHelpersToBundle: boolean;
  49525. module "babylonjs/scene" {
  49526. interface Scene {
  49527. /**
  49528. * Creates a default light for the scene.
  49529. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49530. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49531. */
  49532. createDefaultLight(replace?: boolean): void;
  49533. /**
  49534. * Creates a default camera for the scene.
  49535. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49536. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49537. * @param replace has default false, when true replaces the active camera in the scene
  49538. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49539. */
  49540. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49541. /**
  49542. * Creates a default camera and a default light.
  49543. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49544. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49545. * @param replace has the default false, when true replaces the active camera/light in the scene
  49546. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49547. */
  49548. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49549. /**
  49550. * Creates a new sky box
  49551. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49552. * @param environmentTexture defines the texture to use as environment texture
  49553. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49554. * @param scale defines the overall scale of the skybox
  49555. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49556. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49557. * @returns a new mesh holding the sky box
  49558. */
  49559. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49560. /**
  49561. * Creates a new environment
  49562. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49563. * @param options defines the options you can use to configure the environment
  49564. * @returns the new EnvironmentHelper
  49565. */
  49566. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49567. /**
  49568. * Creates a new VREXperienceHelper
  49569. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49570. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49571. * @returns a new VREXperienceHelper
  49572. */
  49573. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49574. /**
  49575. * Creates a new WebXRDefaultExperience
  49576. * @see http://doc.babylonjs.com/how_to/webxr
  49577. * @param options experience options
  49578. * @returns a promise for a new WebXRDefaultExperience
  49579. */
  49580. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49581. }
  49582. }
  49583. }
  49584. declare module "babylonjs/Helpers/videoDome" {
  49585. import { Scene } from "babylonjs/scene";
  49586. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49587. import { Mesh } from "babylonjs/Meshes/mesh";
  49588. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49589. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49590. import "babylonjs/Meshes/Builders/sphereBuilder";
  49591. /**
  49592. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49593. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49594. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49595. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49596. */
  49597. export class VideoDome extends TransformNode {
  49598. /**
  49599. * Define the video source as a Monoscopic panoramic 360 video.
  49600. */
  49601. static readonly MODE_MONOSCOPIC: number;
  49602. /**
  49603. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49604. */
  49605. static readonly MODE_TOPBOTTOM: number;
  49606. /**
  49607. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49608. */
  49609. static readonly MODE_SIDEBYSIDE: number;
  49610. private _useDirectMapping;
  49611. /**
  49612. * The video texture being displayed on the sphere
  49613. */
  49614. protected _videoTexture: VideoTexture;
  49615. /**
  49616. * Gets the video texture being displayed on the sphere
  49617. */
  49618. readonly videoTexture: VideoTexture;
  49619. /**
  49620. * The skybox material
  49621. */
  49622. protected _material: BackgroundMaterial;
  49623. /**
  49624. * The surface used for the skybox
  49625. */
  49626. protected _mesh: Mesh;
  49627. /**
  49628. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49629. * Also see the options.resolution property.
  49630. */
  49631. fovMultiplier: number;
  49632. private _videoMode;
  49633. /**
  49634. * Gets or set the current video mode for the video. It can be:
  49635. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49636. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49637. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49638. */
  49639. videoMode: number;
  49640. /**
  49641. * Oberserver used in Stereoscopic VR Mode.
  49642. */
  49643. private _onBeforeCameraRenderObserver;
  49644. /**
  49645. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49646. * @param name Element's name, child elements will append suffixes for their own names.
  49647. * @param urlsOrVideo defines the url(s) or the video element to use
  49648. * @param options An object containing optional or exposed sub element properties
  49649. */
  49650. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49651. resolution?: number;
  49652. clickToPlay?: boolean;
  49653. autoPlay?: boolean;
  49654. loop?: boolean;
  49655. size?: number;
  49656. poster?: string;
  49657. faceForward?: boolean;
  49658. useDirectMapping?: boolean;
  49659. }, scene: Scene);
  49660. private _changeVideoMode;
  49661. /**
  49662. * Releases resources associated with this node.
  49663. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49664. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49665. */
  49666. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49667. }
  49668. }
  49669. declare module "babylonjs/Helpers/index" {
  49670. export * from "babylonjs/Helpers/environmentHelper";
  49671. export * from "babylonjs/Helpers/photoDome";
  49672. export * from "babylonjs/Helpers/sceneHelpers";
  49673. export * from "babylonjs/Helpers/videoDome";
  49674. }
  49675. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49676. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49677. import { IDisposable } from "babylonjs/scene";
  49678. import { Engine } from "babylonjs/Engines/engine";
  49679. /**
  49680. * This class can be used to get instrumentation data from a Babylon engine
  49681. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49682. */
  49683. export class EngineInstrumentation implements IDisposable {
  49684. /**
  49685. * Define the instrumented engine.
  49686. */
  49687. engine: Engine;
  49688. private _captureGPUFrameTime;
  49689. private _gpuFrameTimeToken;
  49690. private _gpuFrameTime;
  49691. private _captureShaderCompilationTime;
  49692. private _shaderCompilationTime;
  49693. private _onBeginFrameObserver;
  49694. private _onEndFrameObserver;
  49695. private _onBeforeShaderCompilationObserver;
  49696. private _onAfterShaderCompilationObserver;
  49697. /**
  49698. * Gets the perf counter used for GPU frame time
  49699. */
  49700. readonly gpuFrameTimeCounter: PerfCounter;
  49701. /**
  49702. * Gets the GPU frame time capture status
  49703. */
  49704. /**
  49705. * Enable or disable the GPU frame time capture
  49706. */
  49707. captureGPUFrameTime: boolean;
  49708. /**
  49709. * Gets the perf counter used for shader compilation time
  49710. */
  49711. readonly shaderCompilationTimeCounter: PerfCounter;
  49712. /**
  49713. * Gets the shader compilation time capture status
  49714. */
  49715. /**
  49716. * Enable or disable the shader compilation time capture
  49717. */
  49718. captureShaderCompilationTime: boolean;
  49719. /**
  49720. * Instantiates a new engine instrumentation.
  49721. * This class can be used to get instrumentation data from a Babylon engine
  49722. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49723. * @param engine Defines the engine to instrument
  49724. */
  49725. constructor(
  49726. /**
  49727. * Define the instrumented engine.
  49728. */
  49729. engine: Engine);
  49730. /**
  49731. * Dispose and release associated resources.
  49732. */
  49733. dispose(): void;
  49734. }
  49735. }
  49736. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49737. import { Scene, IDisposable } from "babylonjs/scene";
  49738. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49739. /**
  49740. * This class can be used to get instrumentation data from a Babylon engine
  49741. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49742. */
  49743. export class SceneInstrumentation implements IDisposable {
  49744. /**
  49745. * Defines the scene to instrument
  49746. */
  49747. scene: Scene;
  49748. private _captureActiveMeshesEvaluationTime;
  49749. private _activeMeshesEvaluationTime;
  49750. private _captureRenderTargetsRenderTime;
  49751. private _renderTargetsRenderTime;
  49752. private _captureFrameTime;
  49753. private _frameTime;
  49754. private _captureRenderTime;
  49755. private _renderTime;
  49756. private _captureInterFrameTime;
  49757. private _interFrameTime;
  49758. private _captureParticlesRenderTime;
  49759. private _particlesRenderTime;
  49760. private _captureSpritesRenderTime;
  49761. private _spritesRenderTime;
  49762. private _capturePhysicsTime;
  49763. private _physicsTime;
  49764. private _captureAnimationsTime;
  49765. private _animationsTime;
  49766. private _captureCameraRenderTime;
  49767. private _cameraRenderTime;
  49768. private _onBeforeActiveMeshesEvaluationObserver;
  49769. private _onAfterActiveMeshesEvaluationObserver;
  49770. private _onBeforeRenderTargetsRenderObserver;
  49771. private _onAfterRenderTargetsRenderObserver;
  49772. private _onAfterRenderObserver;
  49773. private _onBeforeDrawPhaseObserver;
  49774. private _onAfterDrawPhaseObserver;
  49775. private _onBeforeAnimationsObserver;
  49776. private _onBeforeParticlesRenderingObserver;
  49777. private _onAfterParticlesRenderingObserver;
  49778. private _onBeforeSpritesRenderingObserver;
  49779. private _onAfterSpritesRenderingObserver;
  49780. private _onBeforePhysicsObserver;
  49781. private _onAfterPhysicsObserver;
  49782. private _onAfterAnimationsObserver;
  49783. private _onBeforeCameraRenderObserver;
  49784. private _onAfterCameraRenderObserver;
  49785. /**
  49786. * Gets the perf counter used for active meshes evaluation time
  49787. */
  49788. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49789. /**
  49790. * Gets the active meshes evaluation time capture status
  49791. */
  49792. /**
  49793. * Enable or disable the active meshes evaluation time capture
  49794. */
  49795. captureActiveMeshesEvaluationTime: boolean;
  49796. /**
  49797. * Gets the perf counter used for render targets render time
  49798. */
  49799. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49800. /**
  49801. * Gets the render targets render time capture status
  49802. */
  49803. /**
  49804. * Enable or disable the render targets render time capture
  49805. */
  49806. captureRenderTargetsRenderTime: boolean;
  49807. /**
  49808. * Gets the perf counter used for particles render time
  49809. */
  49810. readonly particlesRenderTimeCounter: PerfCounter;
  49811. /**
  49812. * Gets the particles render time capture status
  49813. */
  49814. /**
  49815. * Enable or disable the particles render time capture
  49816. */
  49817. captureParticlesRenderTime: boolean;
  49818. /**
  49819. * Gets the perf counter used for sprites render time
  49820. */
  49821. readonly spritesRenderTimeCounter: PerfCounter;
  49822. /**
  49823. * Gets the sprites render time capture status
  49824. */
  49825. /**
  49826. * Enable or disable the sprites render time capture
  49827. */
  49828. captureSpritesRenderTime: boolean;
  49829. /**
  49830. * Gets the perf counter used for physics time
  49831. */
  49832. readonly physicsTimeCounter: PerfCounter;
  49833. /**
  49834. * Gets the physics time capture status
  49835. */
  49836. /**
  49837. * Enable or disable the physics time capture
  49838. */
  49839. capturePhysicsTime: boolean;
  49840. /**
  49841. * Gets the perf counter used for animations time
  49842. */
  49843. readonly animationsTimeCounter: PerfCounter;
  49844. /**
  49845. * Gets the animations time capture status
  49846. */
  49847. /**
  49848. * Enable or disable the animations time capture
  49849. */
  49850. captureAnimationsTime: boolean;
  49851. /**
  49852. * Gets the perf counter used for frame time capture
  49853. */
  49854. readonly frameTimeCounter: PerfCounter;
  49855. /**
  49856. * Gets the frame time capture status
  49857. */
  49858. /**
  49859. * Enable or disable the frame time capture
  49860. */
  49861. captureFrameTime: boolean;
  49862. /**
  49863. * Gets the perf counter used for inter-frames time capture
  49864. */
  49865. readonly interFrameTimeCounter: PerfCounter;
  49866. /**
  49867. * Gets the inter-frames time capture status
  49868. */
  49869. /**
  49870. * Enable or disable the inter-frames time capture
  49871. */
  49872. captureInterFrameTime: boolean;
  49873. /**
  49874. * Gets the perf counter used for render time capture
  49875. */
  49876. readonly renderTimeCounter: PerfCounter;
  49877. /**
  49878. * Gets the render time capture status
  49879. */
  49880. /**
  49881. * Enable or disable the render time capture
  49882. */
  49883. captureRenderTime: boolean;
  49884. /**
  49885. * Gets the perf counter used for camera render time capture
  49886. */
  49887. readonly cameraRenderTimeCounter: PerfCounter;
  49888. /**
  49889. * Gets the camera render time capture status
  49890. */
  49891. /**
  49892. * Enable or disable the camera render time capture
  49893. */
  49894. captureCameraRenderTime: boolean;
  49895. /**
  49896. * Gets the perf counter used for draw calls
  49897. */
  49898. readonly drawCallsCounter: PerfCounter;
  49899. /**
  49900. * Instantiates a new scene instrumentation.
  49901. * This class can be used to get instrumentation data from a Babylon engine
  49902. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49903. * @param scene Defines the scene to instrument
  49904. */
  49905. constructor(
  49906. /**
  49907. * Defines the scene to instrument
  49908. */
  49909. scene: Scene);
  49910. /**
  49911. * Dispose and release associated resources.
  49912. */
  49913. dispose(): void;
  49914. }
  49915. }
  49916. declare module "babylonjs/Instrumentation/index" {
  49917. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49918. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49919. export * from "babylonjs/Instrumentation/timeToken";
  49920. }
  49921. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49922. /** @hidden */
  49923. export var glowMapGenerationPixelShader: {
  49924. name: string;
  49925. shader: string;
  49926. };
  49927. }
  49928. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49929. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49930. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49931. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49932. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49933. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49934. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49935. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49936. /** @hidden */
  49937. export var glowMapGenerationVertexShader: {
  49938. name: string;
  49939. shader: string;
  49940. };
  49941. }
  49942. declare module "babylonjs/Layers/effectLayer" {
  49943. import { Observable } from "babylonjs/Misc/observable";
  49944. import { Nullable } from "babylonjs/types";
  49945. import { Camera } from "babylonjs/Cameras/camera";
  49946. import { Scene } from "babylonjs/scene";
  49947. import { ISize } from "babylonjs/Maths/math.size";
  49948. import { Color4 } from "babylonjs/Maths/math.color";
  49949. import { Engine } from "babylonjs/Engines/engine";
  49950. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49951. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49952. import { Mesh } from "babylonjs/Meshes/mesh";
  49953. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  49954. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49955. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49956. import { Effect } from "babylonjs/Materials/effect";
  49957. import { Material } from "babylonjs/Materials/material";
  49958. import "babylonjs/Shaders/glowMapGeneration.fragment";
  49959. import "babylonjs/Shaders/glowMapGeneration.vertex";
  49960. /**
  49961. * Effect layer options. This helps customizing the behaviour
  49962. * of the effect layer.
  49963. */
  49964. export interface IEffectLayerOptions {
  49965. /**
  49966. * Multiplication factor apply to the canvas size to compute the render target size
  49967. * used to generated the objects (the smaller the faster).
  49968. */
  49969. mainTextureRatio: number;
  49970. /**
  49971. * Enforces a fixed size texture to ensure effect stability across devices.
  49972. */
  49973. mainTextureFixedSize?: number;
  49974. /**
  49975. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  49976. */
  49977. alphaBlendingMode: number;
  49978. /**
  49979. * The camera attached to the layer.
  49980. */
  49981. camera: Nullable<Camera>;
  49982. /**
  49983. * The rendering group to draw the layer in.
  49984. */
  49985. renderingGroupId: number;
  49986. }
  49987. /**
  49988. * The effect layer Helps adding post process effect blended with the main pass.
  49989. *
  49990. * This can be for instance use to generate glow or higlight effects on the scene.
  49991. *
  49992. * The effect layer class can not be used directly and is intented to inherited from to be
  49993. * customized per effects.
  49994. */
  49995. export abstract class EffectLayer {
  49996. private _vertexBuffers;
  49997. private _indexBuffer;
  49998. private _cachedDefines;
  49999. private _effectLayerMapGenerationEffect;
  50000. private _effectLayerOptions;
  50001. private _mergeEffect;
  50002. protected _scene: Scene;
  50003. protected _engine: Engine;
  50004. protected _maxSize: number;
  50005. protected _mainTextureDesiredSize: ISize;
  50006. protected _mainTexture: RenderTargetTexture;
  50007. protected _shouldRender: boolean;
  50008. protected _postProcesses: PostProcess[];
  50009. protected _textures: BaseTexture[];
  50010. protected _emissiveTextureAndColor: {
  50011. texture: Nullable<BaseTexture>;
  50012. color: Color4;
  50013. };
  50014. /**
  50015. * The name of the layer
  50016. */
  50017. name: string;
  50018. /**
  50019. * The clear color of the texture used to generate the glow map.
  50020. */
  50021. neutralColor: Color4;
  50022. /**
  50023. * Specifies wether the highlight layer is enabled or not.
  50024. */
  50025. isEnabled: boolean;
  50026. /**
  50027. * Gets the camera attached to the layer.
  50028. */
  50029. readonly camera: Nullable<Camera>;
  50030. /**
  50031. * Gets the rendering group id the layer should render in.
  50032. */
  50033. renderingGroupId: number;
  50034. /**
  50035. * An event triggered when the effect layer has been disposed.
  50036. */
  50037. onDisposeObservable: Observable<EffectLayer>;
  50038. /**
  50039. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50040. */
  50041. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50042. /**
  50043. * An event triggered when the generated texture is being merged in the scene.
  50044. */
  50045. onBeforeComposeObservable: Observable<EffectLayer>;
  50046. /**
  50047. * An event triggered when the generated texture has been merged in the scene.
  50048. */
  50049. onAfterComposeObservable: Observable<EffectLayer>;
  50050. /**
  50051. * An event triggered when the efffect layer changes its size.
  50052. */
  50053. onSizeChangedObservable: Observable<EffectLayer>;
  50054. /** @hidden */
  50055. static _SceneComponentInitialization: (scene: Scene) => void;
  50056. /**
  50057. * Instantiates a new effect Layer and references it in the scene.
  50058. * @param name The name of the layer
  50059. * @param scene The scene to use the layer in
  50060. */
  50061. constructor(
  50062. /** The Friendly of the effect in the scene */
  50063. name: string, scene: Scene);
  50064. /**
  50065. * Get the effect name of the layer.
  50066. * @return The effect name
  50067. */
  50068. abstract getEffectName(): string;
  50069. /**
  50070. * Checks for the readiness of the element composing the layer.
  50071. * @param subMesh the mesh to check for
  50072. * @param useInstances specify wether or not to use instances to render the mesh
  50073. * @return true if ready otherwise, false
  50074. */
  50075. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50076. /**
  50077. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50078. * @returns true if the effect requires stencil during the main canvas render pass.
  50079. */
  50080. abstract needStencil(): boolean;
  50081. /**
  50082. * Create the merge effect. This is the shader use to blit the information back
  50083. * to the main canvas at the end of the scene rendering.
  50084. * @returns The effect containing the shader used to merge the effect on the main canvas
  50085. */
  50086. protected abstract _createMergeEffect(): Effect;
  50087. /**
  50088. * Creates the render target textures and post processes used in the effect layer.
  50089. */
  50090. protected abstract _createTextureAndPostProcesses(): void;
  50091. /**
  50092. * Implementation specific of rendering the generating effect on the main canvas.
  50093. * @param effect The effect used to render through
  50094. */
  50095. protected abstract _internalRender(effect: Effect): void;
  50096. /**
  50097. * Sets the required values for both the emissive texture and and the main color.
  50098. */
  50099. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50100. /**
  50101. * Free any resources and references associated to a mesh.
  50102. * Internal use
  50103. * @param mesh The mesh to free.
  50104. */
  50105. abstract _disposeMesh(mesh: Mesh): void;
  50106. /**
  50107. * Serializes this layer (Glow or Highlight for example)
  50108. * @returns a serialized layer object
  50109. */
  50110. abstract serialize?(): any;
  50111. /**
  50112. * Initializes the effect layer with the required options.
  50113. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50114. */
  50115. protected _init(options: Partial<IEffectLayerOptions>): void;
  50116. /**
  50117. * Generates the index buffer of the full screen quad blending to the main canvas.
  50118. */
  50119. private _generateIndexBuffer;
  50120. /**
  50121. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50122. */
  50123. private _generateVertexBuffer;
  50124. /**
  50125. * Sets the main texture desired size which is the closest power of two
  50126. * of the engine canvas size.
  50127. */
  50128. private _setMainTextureSize;
  50129. /**
  50130. * Creates the main texture for the effect layer.
  50131. */
  50132. protected _createMainTexture(): void;
  50133. /**
  50134. * Adds specific effects defines.
  50135. * @param defines The defines to add specifics to.
  50136. */
  50137. protected _addCustomEffectDefines(defines: string[]): void;
  50138. /**
  50139. * Checks for the readiness of the element composing the layer.
  50140. * @param subMesh the mesh to check for
  50141. * @param useInstances specify wether or not to use instances to render the mesh
  50142. * @param emissiveTexture the associated emissive texture used to generate the glow
  50143. * @return true if ready otherwise, false
  50144. */
  50145. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50146. /**
  50147. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50148. */
  50149. render(): void;
  50150. /**
  50151. * Determine if a given mesh will be used in the current effect.
  50152. * @param mesh mesh to test
  50153. * @returns true if the mesh will be used
  50154. */
  50155. hasMesh(mesh: AbstractMesh): boolean;
  50156. /**
  50157. * Returns true if the layer contains information to display, otherwise false.
  50158. * @returns true if the glow layer should be rendered
  50159. */
  50160. shouldRender(): boolean;
  50161. /**
  50162. * Returns true if the mesh should render, otherwise false.
  50163. * @param mesh The mesh to render
  50164. * @returns true if it should render otherwise false
  50165. */
  50166. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50167. /**
  50168. * Returns true if the mesh can be rendered, otherwise false.
  50169. * @param mesh The mesh to render
  50170. * @param material The material used on the mesh
  50171. * @returns true if it can be rendered otherwise false
  50172. */
  50173. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50174. /**
  50175. * Returns true if the mesh should render, otherwise false.
  50176. * @param mesh The mesh to render
  50177. * @returns true if it should render otherwise false
  50178. */
  50179. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50180. /**
  50181. * Renders the submesh passed in parameter to the generation map.
  50182. */
  50183. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50184. /**
  50185. * Rebuild the required buffers.
  50186. * @hidden Internal use only.
  50187. */
  50188. _rebuild(): void;
  50189. /**
  50190. * Dispose only the render target textures and post process.
  50191. */
  50192. private _disposeTextureAndPostProcesses;
  50193. /**
  50194. * Dispose the highlight layer and free resources.
  50195. */
  50196. dispose(): void;
  50197. /**
  50198. * Gets the class name of the effect layer
  50199. * @returns the string with the class name of the effect layer
  50200. */
  50201. getClassName(): string;
  50202. /**
  50203. * Creates an effect layer from parsed effect layer data
  50204. * @param parsedEffectLayer defines effect layer data
  50205. * @param scene defines the current scene
  50206. * @param rootUrl defines the root URL containing the effect layer information
  50207. * @returns a parsed effect Layer
  50208. */
  50209. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50210. }
  50211. }
  50212. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50213. import { Scene } from "babylonjs/scene";
  50214. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50215. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50216. import { AbstractScene } from "babylonjs/abstractScene";
  50217. module "babylonjs/abstractScene" {
  50218. interface AbstractScene {
  50219. /**
  50220. * The list of effect layers (highlights/glow) added to the scene
  50221. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50222. * @see http://doc.babylonjs.com/how_to/glow_layer
  50223. */
  50224. effectLayers: Array<EffectLayer>;
  50225. /**
  50226. * Removes the given effect layer from this scene.
  50227. * @param toRemove defines the effect layer to remove
  50228. * @returns the index of the removed effect layer
  50229. */
  50230. removeEffectLayer(toRemove: EffectLayer): number;
  50231. /**
  50232. * Adds the given effect layer to this scene
  50233. * @param newEffectLayer defines the effect layer to add
  50234. */
  50235. addEffectLayer(newEffectLayer: EffectLayer): void;
  50236. }
  50237. }
  50238. /**
  50239. * Defines the layer scene component responsible to manage any effect layers
  50240. * in a given scene.
  50241. */
  50242. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50243. /**
  50244. * The component name helpfull to identify the component in the list of scene components.
  50245. */
  50246. readonly name: string;
  50247. /**
  50248. * The scene the component belongs to.
  50249. */
  50250. scene: Scene;
  50251. private _engine;
  50252. private _renderEffects;
  50253. private _needStencil;
  50254. private _previousStencilState;
  50255. /**
  50256. * Creates a new instance of the component for the given scene
  50257. * @param scene Defines the scene to register the component in
  50258. */
  50259. constructor(scene: Scene);
  50260. /**
  50261. * Registers the component in a given scene
  50262. */
  50263. register(): void;
  50264. /**
  50265. * Rebuilds the elements related to this component in case of
  50266. * context lost for instance.
  50267. */
  50268. rebuild(): void;
  50269. /**
  50270. * Serializes the component data to the specified json object
  50271. * @param serializationObject The object to serialize to
  50272. */
  50273. serialize(serializationObject: any): void;
  50274. /**
  50275. * Adds all the elements from the container to the scene
  50276. * @param container the container holding the elements
  50277. */
  50278. addFromContainer(container: AbstractScene): void;
  50279. /**
  50280. * Removes all the elements in the container from the scene
  50281. * @param container contains the elements to remove
  50282. * @param dispose if the removed element should be disposed (default: false)
  50283. */
  50284. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50285. /**
  50286. * Disposes the component and the associated ressources.
  50287. */
  50288. dispose(): void;
  50289. private _isReadyForMesh;
  50290. private _renderMainTexture;
  50291. private _setStencil;
  50292. private _setStencilBack;
  50293. private _draw;
  50294. private _drawCamera;
  50295. private _drawRenderingGroup;
  50296. }
  50297. }
  50298. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50299. /** @hidden */
  50300. export var glowMapMergePixelShader: {
  50301. name: string;
  50302. shader: string;
  50303. };
  50304. }
  50305. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50306. /** @hidden */
  50307. export var glowMapMergeVertexShader: {
  50308. name: string;
  50309. shader: string;
  50310. };
  50311. }
  50312. declare module "babylonjs/Layers/glowLayer" {
  50313. import { Nullable } from "babylonjs/types";
  50314. import { Camera } from "babylonjs/Cameras/camera";
  50315. import { Scene } from "babylonjs/scene";
  50316. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50318. import { Mesh } from "babylonjs/Meshes/mesh";
  50319. import { Texture } from "babylonjs/Materials/Textures/texture";
  50320. import { Effect } from "babylonjs/Materials/effect";
  50321. import { Material } from "babylonjs/Materials/material";
  50322. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50323. import { Color4 } from "babylonjs/Maths/math.color";
  50324. import "babylonjs/Shaders/glowMapMerge.fragment";
  50325. import "babylonjs/Shaders/glowMapMerge.vertex";
  50326. import "babylonjs/Layers/effectLayerSceneComponent";
  50327. module "babylonjs/abstractScene" {
  50328. interface AbstractScene {
  50329. /**
  50330. * Return a the first highlight layer of the scene with a given name.
  50331. * @param name The name of the highlight layer to look for.
  50332. * @return The highlight layer if found otherwise null.
  50333. */
  50334. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50335. }
  50336. }
  50337. /**
  50338. * Glow layer options. This helps customizing the behaviour
  50339. * of the glow layer.
  50340. */
  50341. export interface IGlowLayerOptions {
  50342. /**
  50343. * Multiplication factor apply to the canvas size to compute the render target size
  50344. * used to generated the glowing objects (the smaller the faster).
  50345. */
  50346. mainTextureRatio: number;
  50347. /**
  50348. * Enforces a fixed size texture to ensure resize independant blur.
  50349. */
  50350. mainTextureFixedSize?: number;
  50351. /**
  50352. * How big is the kernel of the blur texture.
  50353. */
  50354. blurKernelSize: number;
  50355. /**
  50356. * The camera attached to the layer.
  50357. */
  50358. camera: Nullable<Camera>;
  50359. /**
  50360. * Enable MSAA by chosing the number of samples.
  50361. */
  50362. mainTextureSamples?: number;
  50363. /**
  50364. * The rendering group to draw the layer in.
  50365. */
  50366. renderingGroupId: number;
  50367. }
  50368. /**
  50369. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50370. *
  50371. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50372. * glowy meshes to your scene.
  50373. *
  50374. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50375. */
  50376. export class GlowLayer extends EffectLayer {
  50377. /**
  50378. * Effect Name of the layer.
  50379. */
  50380. static readonly EffectName: string;
  50381. /**
  50382. * The default blur kernel size used for the glow.
  50383. */
  50384. static DefaultBlurKernelSize: number;
  50385. /**
  50386. * The default texture size ratio used for the glow.
  50387. */
  50388. static DefaultTextureRatio: number;
  50389. /**
  50390. * Sets the kernel size of the blur.
  50391. */
  50392. /**
  50393. * Gets the kernel size of the blur.
  50394. */
  50395. blurKernelSize: number;
  50396. /**
  50397. * Sets the glow intensity.
  50398. */
  50399. /**
  50400. * Gets the glow intensity.
  50401. */
  50402. intensity: number;
  50403. private _options;
  50404. private _intensity;
  50405. private _horizontalBlurPostprocess1;
  50406. private _verticalBlurPostprocess1;
  50407. private _horizontalBlurPostprocess2;
  50408. private _verticalBlurPostprocess2;
  50409. private _blurTexture1;
  50410. private _blurTexture2;
  50411. private _postProcesses1;
  50412. private _postProcesses2;
  50413. private _includedOnlyMeshes;
  50414. private _excludedMeshes;
  50415. /**
  50416. * Callback used to let the user override the color selection on a per mesh basis
  50417. */
  50418. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50419. /**
  50420. * Callback used to let the user override the texture selection on a per mesh basis
  50421. */
  50422. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50423. /**
  50424. * Instantiates a new glow Layer and references it to the scene.
  50425. * @param name The name of the layer
  50426. * @param scene The scene to use the layer in
  50427. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50428. */
  50429. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50430. /**
  50431. * Get the effect name of the layer.
  50432. * @return The effect name
  50433. */
  50434. getEffectName(): string;
  50435. /**
  50436. * Create the merge effect. This is the shader use to blit the information back
  50437. * to the main canvas at the end of the scene rendering.
  50438. */
  50439. protected _createMergeEffect(): Effect;
  50440. /**
  50441. * Creates the render target textures and post processes used in the glow layer.
  50442. */
  50443. protected _createTextureAndPostProcesses(): void;
  50444. /**
  50445. * Checks for the readiness of the element composing the layer.
  50446. * @param subMesh the mesh to check for
  50447. * @param useInstances specify wether or not to use instances to render the mesh
  50448. * @param emissiveTexture the associated emissive texture used to generate the glow
  50449. * @return true if ready otherwise, false
  50450. */
  50451. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50452. /**
  50453. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50454. */
  50455. needStencil(): boolean;
  50456. /**
  50457. * Returns true if the mesh can be rendered, otherwise false.
  50458. * @param mesh The mesh to render
  50459. * @param material The material used on the mesh
  50460. * @returns true if it can be rendered otherwise false
  50461. */
  50462. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50463. /**
  50464. * Implementation specific of rendering the generating effect on the main canvas.
  50465. * @param effect The effect used to render through
  50466. */
  50467. protected _internalRender(effect: Effect): void;
  50468. /**
  50469. * Sets the required values for both the emissive texture and and the main color.
  50470. */
  50471. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50472. /**
  50473. * Returns true if the mesh should render, otherwise false.
  50474. * @param mesh The mesh to render
  50475. * @returns true if it should render otherwise false
  50476. */
  50477. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50478. /**
  50479. * Adds specific effects defines.
  50480. * @param defines The defines to add specifics to.
  50481. */
  50482. protected _addCustomEffectDefines(defines: string[]): void;
  50483. /**
  50484. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50485. * @param mesh The mesh to exclude from the glow layer
  50486. */
  50487. addExcludedMesh(mesh: Mesh): void;
  50488. /**
  50489. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50490. * @param mesh The mesh to remove
  50491. */
  50492. removeExcludedMesh(mesh: Mesh): void;
  50493. /**
  50494. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50495. * @param mesh The mesh to include in the glow layer
  50496. */
  50497. addIncludedOnlyMesh(mesh: Mesh): void;
  50498. /**
  50499. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50500. * @param mesh The mesh to remove
  50501. */
  50502. removeIncludedOnlyMesh(mesh: Mesh): void;
  50503. /**
  50504. * Determine if a given mesh will be used in the glow layer
  50505. * @param mesh The mesh to test
  50506. * @returns true if the mesh will be highlighted by the current glow layer
  50507. */
  50508. hasMesh(mesh: AbstractMesh): boolean;
  50509. /**
  50510. * Free any resources and references associated to a mesh.
  50511. * Internal use
  50512. * @param mesh The mesh to free.
  50513. * @hidden
  50514. */
  50515. _disposeMesh(mesh: Mesh): void;
  50516. /**
  50517. * Gets the class name of the effect layer
  50518. * @returns the string with the class name of the effect layer
  50519. */
  50520. getClassName(): string;
  50521. /**
  50522. * Serializes this glow layer
  50523. * @returns a serialized glow layer object
  50524. */
  50525. serialize(): any;
  50526. /**
  50527. * Creates a Glow Layer from parsed glow layer data
  50528. * @param parsedGlowLayer defines glow layer data
  50529. * @param scene defines the current scene
  50530. * @param rootUrl defines the root URL containing the glow layer information
  50531. * @returns a parsed Glow Layer
  50532. */
  50533. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50534. }
  50535. }
  50536. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50537. /** @hidden */
  50538. export var glowBlurPostProcessPixelShader: {
  50539. name: string;
  50540. shader: string;
  50541. };
  50542. }
  50543. declare module "babylonjs/Layers/highlightLayer" {
  50544. import { Observable } from "babylonjs/Misc/observable";
  50545. import { Nullable } from "babylonjs/types";
  50546. import { Camera } from "babylonjs/Cameras/camera";
  50547. import { Scene } from "babylonjs/scene";
  50548. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50550. import { Mesh } from "babylonjs/Meshes/mesh";
  50551. import { Effect } from "babylonjs/Materials/effect";
  50552. import { Material } from "babylonjs/Materials/material";
  50553. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50554. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50555. import "babylonjs/Shaders/glowMapMerge.fragment";
  50556. import "babylonjs/Shaders/glowMapMerge.vertex";
  50557. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50558. module "babylonjs/abstractScene" {
  50559. interface AbstractScene {
  50560. /**
  50561. * Return a the first highlight layer of the scene with a given name.
  50562. * @param name The name of the highlight layer to look for.
  50563. * @return The highlight layer if found otherwise null.
  50564. */
  50565. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50566. }
  50567. }
  50568. /**
  50569. * Highlight layer options. This helps customizing the behaviour
  50570. * of the highlight layer.
  50571. */
  50572. export interface IHighlightLayerOptions {
  50573. /**
  50574. * Multiplication factor apply to the canvas size to compute the render target size
  50575. * used to generated the glowing objects (the smaller the faster).
  50576. */
  50577. mainTextureRatio: number;
  50578. /**
  50579. * Enforces a fixed size texture to ensure resize independant blur.
  50580. */
  50581. mainTextureFixedSize?: number;
  50582. /**
  50583. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50584. * of the picture to blur (the smaller the faster).
  50585. */
  50586. blurTextureSizeRatio: number;
  50587. /**
  50588. * How big in texel of the blur texture is the vertical blur.
  50589. */
  50590. blurVerticalSize: number;
  50591. /**
  50592. * How big in texel of the blur texture is the horizontal blur.
  50593. */
  50594. blurHorizontalSize: number;
  50595. /**
  50596. * Alpha blending mode used to apply the blur. Default is combine.
  50597. */
  50598. alphaBlendingMode: number;
  50599. /**
  50600. * The camera attached to the layer.
  50601. */
  50602. camera: Nullable<Camera>;
  50603. /**
  50604. * Should we display highlight as a solid stroke?
  50605. */
  50606. isStroke?: boolean;
  50607. /**
  50608. * The rendering group to draw the layer in.
  50609. */
  50610. renderingGroupId: number;
  50611. }
  50612. /**
  50613. * The highlight layer Helps adding a glow effect around a mesh.
  50614. *
  50615. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50616. * glowy meshes to your scene.
  50617. *
  50618. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50619. */
  50620. export class HighlightLayer extends EffectLayer {
  50621. name: string;
  50622. /**
  50623. * Effect Name of the highlight layer.
  50624. */
  50625. static readonly EffectName: string;
  50626. /**
  50627. * The neutral color used during the preparation of the glow effect.
  50628. * This is black by default as the blend operation is a blend operation.
  50629. */
  50630. static NeutralColor: Color4;
  50631. /**
  50632. * Stencil value used for glowing meshes.
  50633. */
  50634. static GlowingMeshStencilReference: number;
  50635. /**
  50636. * Stencil value used for the other meshes in the scene.
  50637. */
  50638. static NormalMeshStencilReference: number;
  50639. /**
  50640. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50641. */
  50642. innerGlow: boolean;
  50643. /**
  50644. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50645. */
  50646. outerGlow: boolean;
  50647. /**
  50648. * Specifies the horizontal size of the blur.
  50649. */
  50650. /**
  50651. * Gets the horizontal size of the blur.
  50652. */
  50653. blurHorizontalSize: number;
  50654. /**
  50655. * Specifies the vertical size of the blur.
  50656. */
  50657. /**
  50658. * Gets the vertical size of the blur.
  50659. */
  50660. blurVerticalSize: number;
  50661. /**
  50662. * An event triggered when the highlight layer is being blurred.
  50663. */
  50664. onBeforeBlurObservable: Observable<HighlightLayer>;
  50665. /**
  50666. * An event triggered when the highlight layer has been blurred.
  50667. */
  50668. onAfterBlurObservable: Observable<HighlightLayer>;
  50669. private _instanceGlowingMeshStencilReference;
  50670. private _options;
  50671. private _downSamplePostprocess;
  50672. private _horizontalBlurPostprocess;
  50673. private _verticalBlurPostprocess;
  50674. private _blurTexture;
  50675. private _meshes;
  50676. private _excludedMeshes;
  50677. /**
  50678. * Instantiates a new highlight Layer and references it to the scene..
  50679. * @param name The name of the layer
  50680. * @param scene The scene to use the layer in
  50681. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50682. */
  50683. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50684. /**
  50685. * Get the effect name of the layer.
  50686. * @return The effect name
  50687. */
  50688. getEffectName(): string;
  50689. /**
  50690. * Create the merge effect. This is the shader use to blit the information back
  50691. * to the main canvas at the end of the scene rendering.
  50692. */
  50693. protected _createMergeEffect(): Effect;
  50694. /**
  50695. * Creates the render target textures and post processes used in the highlight layer.
  50696. */
  50697. protected _createTextureAndPostProcesses(): void;
  50698. /**
  50699. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50700. */
  50701. needStencil(): boolean;
  50702. /**
  50703. * Checks for the readiness of the element composing the layer.
  50704. * @param subMesh the mesh to check for
  50705. * @param useInstances specify wether or not to use instances to render the mesh
  50706. * @param emissiveTexture the associated emissive texture used to generate the glow
  50707. * @return true if ready otherwise, false
  50708. */
  50709. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50710. /**
  50711. * Implementation specific of rendering the generating effect on the main canvas.
  50712. * @param effect The effect used to render through
  50713. */
  50714. protected _internalRender(effect: Effect): void;
  50715. /**
  50716. * Returns true if the layer contains information to display, otherwise false.
  50717. */
  50718. shouldRender(): boolean;
  50719. /**
  50720. * Returns true if the mesh should render, otherwise false.
  50721. * @param mesh The mesh to render
  50722. * @returns true if it should render otherwise false
  50723. */
  50724. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50725. /**
  50726. * Sets the required values for both the emissive texture and and the main color.
  50727. */
  50728. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50729. /**
  50730. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50731. * @param mesh The mesh to exclude from the highlight layer
  50732. */
  50733. addExcludedMesh(mesh: Mesh): void;
  50734. /**
  50735. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50736. * @param mesh The mesh to highlight
  50737. */
  50738. removeExcludedMesh(mesh: Mesh): void;
  50739. /**
  50740. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50741. * @param mesh mesh to test
  50742. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50743. */
  50744. hasMesh(mesh: AbstractMesh): boolean;
  50745. /**
  50746. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50747. * @param mesh The mesh to highlight
  50748. * @param color The color of the highlight
  50749. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50750. */
  50751. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50752. /**
  50753. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50754. * @param mesh The mesh to highlight
  50755. */
  50756. removeMesh(mesh: Mesh): void;
  50757. /**
  50758. * Force the stencil to the normal expected value for none glowing parts
  50759. */
  50760. private _defaultStencilReference;
  50761. /**
  50762. * Free any resources and references associated to a mesh.
  50763. * Internal use
  50764. * @param mesh The mesh to free.
  50765. * @hidden
  50766. */
  50767. _disposeMesh(mesh: Mesh): void;
  50768. /**
  50769. * Dispose the highlight layer and free resources.
  50770. */
  50771. dispose(): void;
  50772. /**
  50773. * Gets the class name of the effect layer
  50774. * @returns the string with the class name of the effect layer
  50775. */
  50776. getClassName(): string;
  50777. /**
  50778. * Serializes this Highlight layer
  50779. * @returns a serialized Highlight layer object
  50780. */
  50781. serialize(): any;
  50782. /**
  50783. * Creates a Highlight layer from parsed Highlight layer data
  50784. * @param parsedHightlightLayer defines the Highlight layer data
  50785. * @param scene defines the current scene
  50786. * @param rootUrl defines the root URL containing the Highlight layer information
  50787. * @returns a parsed Highlight layer
  50788. */
  50789. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50790. }
  50791. }
  50792. declare module "babylonjs/Layers/layerSceneComponent" {
  50793. import { Scene } from "babylonjs/scene";
  50794. import { ISceneComponent } from "babylonjs/sceneComponent";
  50795. import { Layer } from "babylonjs/Layers/layer";
  50796. import { AbstractScene } from "babylonjs/abstractScene";
  50797. module "babylonjs/abstractScene" {
  50798. interface AbstractScene {
  50799. /**
  50800. * The list of layers (background and foreground) of the scene
  50801. */
  50802. layers: Array<Layer>;
  50803. }
  50804. }
  50805. /**
  50806. * Defines the layer scene component responsible to manage any layers
  50807. * in a given scene.
  50808. */
  50809. export class LayerSceneComponent implements ISceneComponent {
  50810. /**
  50811. * The component name helpfull to identify the component in the list of scene components.
  50812. */
  50813. readonly name: string;
  50814. /**
  50815. * The scene the component belongs to.
  50816. */
  50817. scene: Scene;
  50818. private _engine;
  50819. /**
  50820. * Creates a new instance of the component for the given scene
  50821. * @param scene Defines the scene to register the component in
  50822. */
  50823. constructor(scene: Scene);
  50824. /**
  50825. * Registers the component in a given scene
  50826. */
  50827. register(): void;
  50828. /**
  50829. * Rebuilds the elements related to this component in case of
  50830. * context lost for instance.
  50831. */
  50832. rebuild(): void;
  50833. /**
  50834. * Disposes the component and the associated ressources.
  50835. */
  50836. dispose(): void;
  50837. private _draw;
  50838. private _drawCameraPredicate;
  50839. private _drawCameraBackground;
  50840. private _drawCameraForeground;
  50841. private _drawRenderTargetPredicate;
  50842. private _drawRenderTargetBackground;
  50843. private _drawRenderTargetForeground;
  50844. /**
  50845. * Adds all the elements from the container to the scene
  50846. * @param container the container holding the elements
  50847. */
  50848. addFromContainer(container: AbstractScene): void;
  50849. /**
  50850. * Removes all the elements in the container from the scene
  50851. * @param container contains the elements to remove
  50852. * @param dispose if the removed element should be disposed (default: false)
  50853. */
  50854. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50855. }
  50856. }
  50857. declare module "babylonjs/Shaders/layer.fragment" {
  50858. /** @hidden */
  50859. export var layerPixelShader: {
  50860. name: string;
  50861. shader: string;
  50862. };
  50863. }
  50864. declare module "babylonjs/Shaders/layer.vertex" {
  50865. /** @hidden */
  50866. export var layerVertexShader: {
  50867. name: string;
  50868. shader: string;
  50869. };
  50870. }
  50871. declare module "babylonjs/Layers/layer" {
  50872. import { Observable } from "babylonjs/Misc/observable";
  50873. import { Nullable } from "babylonjs/types";
  50874. import { Scene } from "babylonjs/scene";
  50875. import { Vector2 } from "babylonjs/Maths/math.vector";
  50876. import { Color4 } from "babylonjs/Maths/math.color";
  50877. import { Texture } from "babylonjs/Materials/Textures/texture";
  50878. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50879. import "babylonjs/Shaders/layer.fragment";
  50880. import "babylonjs/Shaders/layer.vertex";
  50881. /**
  50882. * This represents a full screen 2d layer.
  50883. * This can be useful to display a picture in the background of your scene for instance.
  50884. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50885. */
  50886. export class Layer {
  50887. /**
  50888. * Define the name of the layer.
  50889. */
  50890. name: string;
  50891. /**
  50892. * Define the texture the layer should display.
  50893. */
  50894. texture: Nullable<Texture>;
  50895. /**
  50896. * Is the layer in background or foreground.
  50897. */
  50898. isBackground: boolean;
  50899. /**
  50900. * Define the color of the layer (instead of texture).
  50901. */
  50902. color: Color4;
  50903. /**
  50904. * Define the scale of the layer in order to zoom in out of the texture.
  50905. */
  50906. scale: Vector2;
  50907. /**
  50908. * Define an offset for the layer in order to shift the texture.
  50909. */
  50910. offset: Vector2;
  50911. /**
  50912. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50913. */
  50914. alphaBlendingMode: number;
  50915. /**
  50916. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50917. * Alpha test will not mix with the background color in case of transparency.
  50918. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50919. */
  50920. alphaTest: boolean;
  50921. /**
  50922. * Define a mask to restrict the layer to only some of the scene cameras.
  50923. */
  50924. layerMask: number;
  50925. /**
  50926. * Define the list of render target the layer is visible into.
  50927. */
  50928. renderTargetTextures: RenderTargetTexture[];
  50929. /**
  50930. * Define if the layer is only used in renderTarget or if it also
  50931. * renders in the main frame buffer of the canvas.
  50932. */
  50933. renderOnlyInRenderTargetTextures: boolean;
  50934. private _scene;
  50935. private _vertexBuffers;
  50936. private _indexBuffer;
  50937. private _effect;
  50938. private _alphaTestEffect;
  50939. /**
  50940. * An event triggered when the layer is disposed.
  50941. */
  50942. onDisposeObservable: Observable<Layer>;
  50943. private _onDisposeObserver;
  50944. /**
  50945. * Back compatibility with callback before the onDisposeObservable existed.
  50946. * The set callback will be triggered when the layer has been disposed.
  50947. */
  50948. onDispose: () => void;
  50949. /**
  50950. * An event triggered before rendering the scene
  50951. */
  50952. onBeforeRenderObservable: Observable<Layer>;
  50953. private _onBeforeRenderObserver;
  50954. /**
  50955. * Back compatibility with callback before the onBeforeRenderObservable existed.
  50956. * The set callback will be triggered just before rendering the layer.
  50957. */
  50958. onBeforeRender: () => void;
  50959. /**
  50960. * An event triggered after rendering the scene
  50961. */
  50962. onAfterRenderObservable: Observable<Layer>;
  50963. private _onAfterRenderObserver;
  50964. /**
  50965. * Back compatibility with callback before the onAfterRenderObservable existed.
  50966. * The set callback will be triggered just after rendering the layer.
  50967. */
  50968. onAfterRender: () => void;
  50969. /**
  50970. * Instantiates a new layer.
  50971. * This represents a full screen 2d layer.
  50972. * This can be useful to display a picture in the background of your scene for instance.
  50973. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50974. * @param name Define the name of the layer in the scene
  50975. * @param imgUrl Define the url of the texture to display in the layer
  50976. * @param scene Define the scene the layer belongs to
  50977. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  50978. * @param color Defines a color for the layer
  50979. */
  50980. constructor(
  50981. /**
  50982. * Define the name of the layer.
  50983. */
  50984. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  50985. private _createIndexBuffer;
  50986. /** @hidden */
  50987. _rebuild(): void;
  50988. /**
  50989. * Renders the layer in the scene.
  50990. */
  50991. render(): void;
  50992. /**
  50993. * Disposes and releases the associated ressources.
  50994. */
  50995. dispose(): void;
  50996. }
  50997. }
  50998. declare module "babylonjs/Layers/index" {
  50999. export * from "babylonjs/Layers/effectLayer";
  51000. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51001. export * from "babylonjs/Layers/glowLayer";
  51002. export * from "babylonjs/Layers/highlightLayer";
  51003. export * from "babylonjs/Layers/layer";
  51004. export * from "babylonjs/Layers/layerSceneComponent";
  51005. }
  51006. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51007. /** @hidden */
  51008. export var lensFlarePixelShader: {
  51009. name: string;
  51010. shader: string;
  51011. };
  51012. }
  51013. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51014. /** @hidden */
  51015. export var lensFlareVertexShader: {
  51016. name: string;
  51017. shader: string;
  51018. };
  51019. }
  51020. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51021. import { Scene } from "babylonjs/scene";
  51022. import { Vector3 } from "babylonjs/Maths/math.vector";
  51023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51024. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51025. import "babylonjs/Shaders/lensFlare.fragment";
  51026. import "babylonjs/Shaders/lensFlare.vertex";
  51027. import { Viewport } from "babylonjs/Maths/math.viewport";
  51028. /**
  51029. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51030. * It is usually composed of several `lensFlare`.
  51031. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51032. */
  51033. export class LensFlareSystem {
  51034. /**
  51035. * Define the name of the lens flare system
  51036. */
  51037. name: string;
  51038. /**
  51039. * List of lens flares used in this system.
  51040. */
  51041. lensFlares: LensFlare[];
  51042. /**
  51043. * Define a limit from the border the lens flare can be visible.
  51044. */
  51045. borderLimit: number;
  51046. /**
  51047. * Define a viewport border we do not want to see the lens flare in.
  51048. */
  51049. viewportBorder: number;
  51050. /**
  51051. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51052. */
  51053. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51054. /**
  51055. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51056. */
  51057. layerMask: number;
  51058. /**
  51059. * Define the id of the lens flare system in the scene.
  51060. * (equal to name by default)
  51061. */
  51062. id: string;
  51063. private _scene;
  51064. private _emitter;
  51065. private _vertexBuffers;
  51066. private _indexBuffer;
  51067. private _effect;
  51068. private _positionX;
  51069. private _positionY;
  51070. private _isEnabled;
  51071. /** @hidden */
  51072. static _SceneComponentInitialization: (scene: Scene) => void;
  51073. /**
  51074. * Instantiates a lens flare system.
  51075. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51076. * It is usually composed of several `lensFlare`.
  51077. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51078. * @param name Define the name of the lens flare system in the scene
  51079. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51080. * @param scene Define the scene the lens flare system belongs to
  51081. */
  51082. constructor(
  51083. /**
  51084. * Define the name of the lens flare system
  51085. */
  51086. name: string, emitter: any, scene: Scene);
  51087. /**
  51088. * Define if the lens flare system is enabled.
  51089. */
  51090. isEnabled: boolean;
  51091. /**
  51092. * Get the scene the effects belongs to.
  51093. * @returns the scene holding the lens flare system
  51094. */
  51095. getScene(): Scene;
  51096. /**
  51097. * Get the emitter of the lens flare system.
  51098. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51099. * @returns the emitter of the lens flare system
  51100. */
  51101. getEmitter(): any;
  51102. /**
  51103. * Set the emitter of the lens flare system.
  51104. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51105. * @param newEmitter Define the new emitter of the system
  51106. */
  51107. setEmitter(newEmitter: any): void;
  51108. /**
  51109. * Get the lens flare system emitter position.
  51110. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51111. * @returns the position
  51112. */
  51113. getEmitterPosition(): Vector3;
  51114. /**
  51115. * @hidden
  51116. */
  51117. computeEffectivePosition(globalViewport: Viewport): boolean;
  51118. /** @hidden */
  51119. _isVisible(): boolean;
  51120. /**
  51121. * @hidden
  51122. */
  51123. render(): boolean;
  51124. /**
  51125. * Dispose and release the lens flare with its associated resources.
  51126. */
  51127. dispose(): void;
  51128. /**
  51129. * Parse a lens flare system from a JSON repressentation
  51130. * @param parsedLensFlareSystem Define the JSON to parse
  51131. * @param scene Define the scene the parsed system should be instantiated in
  51132. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51133. * @returns the parsed system
  51134. */
  51135. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51136. /**
  51137. * Serialize the current Lens Flare System into a JSON representation.
  51138. * @returns the serialized JSON
  51139. */
  51140. serialize(): any;
  51141. }
  51142. }
  51143. declare module "babylonjs/LensFlares/lensFlare" {
  51144. import { Nullable } from "babylonjs/types";
  51145. import { Color3 } from "babylonjs/Maths/math.color";
  51146. import { Texture } from "babylonjs/Materials/Textures/texture";
  51147. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51148. /**
  51149. * This represents one of the lens effect in a `lensFlareSystem`.
  51150. * It controls one of the indiviual texture used in the effect.
  51151. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51152. */
  51153. export class LensFlare {
  51154. /**
  51155. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51156. */
  51157. size: number;
  51158. /**
  51159. * 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.
  51160. */
  51161. position: number;
  51162. /**
  51163. * Define the lens color.
  51164. */
  51165. color: Color3;
  51166. /**
  51167. * Define the lens texture.
  51168. */
  51169. texture: Nullable<Texture>;
  51170. /**
  51171. * Define the alpha mode to render this particular lens.
  51172. */
  51173. alphaMode: number;
  51174. private _system;
  51175. /**
  51176. * Creates a new Lens Flare.
  51177. * This represents one of the lens effect in a `lensFlareSystem`.
  51178. * It controls one of the indiviual texture used in the effect.
  51179. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51180. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51181. * @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.
  51182. * @param color Define the lens color
  51183. * @param imgUrl Define the lens texture url
  51184. * @param system Define the `lensFlareSystem` this flare is part of
  51185. * @returns The newly created Lens Flare
  51186. */
  51187. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51188. /**
  51189. * Instantiates a new Lens Flare.
  51190. * This represents one of the lens effect in a `lensFlareSystem`.
  51191. * It controls one of the indiviual texture used in the effect.
  51192. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51193. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51194. * @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.
  51195. * @param color Define the lens color
  51196. * @param imgUrl Define the lens texture url
  51197. * @param system Define the `lensFlareSystem` this flare is part of
  51198. */
  51199. constructor(
  51200. /**
  51201. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51202. */
  51203. size: number,
  51204. /**
  51205. * 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.
  51206. */
  51207. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51208. /**
  51209. * Dispose and release the lens flare with its associated resources.
  51210. */
  51211. dispose(): void;
  51212. }
  51213. }
  51214. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51215. import { Nullable } from "babylonjs/types";
  51216. import { Scene } from "babylonjs/scene";
  51217. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51218. import { AbstractScene } from "babylonjs/abstractScene";
  51219. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51220. module "babylonjs/abstractScene" {
  51221. interface AbstractScene {
  51222. /**
  51223. * The list of lens flare system added to the scene
  51224. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51225. */
  51226. lensFlareSystems: Array<LensFlareSystem>;
  51227. /**
  51228. * Removes the given lens flare system from this scene.
  51229. * @param toRemove The lens flare system to remove
  51230. * @returns The index of the removed lens flare system
  51231. */
  51232. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51233. /**
  51234. * Adds the given lens flare system to this scene
  51235. * @param newLensFlareSystem The lens flare system to add
  51236. */
  51237. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51238. /**
  51239. * Gets a lens flare system using its name
  51240. * @param name defines the name to look for
  51241. * @returns the lens flare system or null if not found
  51242. */
  51243. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51244. /**
  51245. * Gets a lens flare system using its id
  51246. * @param id defines the id to look for
  51247. * @returns the lens flare system or null if not found
  51248. */
  51249. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51250. }
  51251. }
  51252. /**
  51253. * Defines the lens flare scene component responsible to manage any lens flares
  51254. * in a given scene.
  51255. */
  51256. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51257. /**
  51258. * The component name helpfull to identify the component in the list of scene components.
  51259. */
  51260. readonly name: string;
  51261. /**
  51262. * The scene the component belongs to.
  51263. */
  51264. scene: Scene;
  51265. /**
  51266. * Creates a new instance of the component for the given scene
  51267. * @param scene Defines the scene to register the component in
  51268. */
  51269. constructor(scene: Scene);
  51270. /**
  51271. * Registers the component in a given scene
  51272. */
  51273. register(): void;
  51274. /**
  51275. * Rebuilds the elements related to this component in case of
  51276. * context lost for instance.
  51277. */
  51278. rebuild(): void;
  51279. /**
  51280. * Adds all the elements from the container to the scene
  51281. * @param container the container holding the elements
  51282. */
  51283. addFromContainer(container: AbstractScene): void;
  51284. /**
  51285. * Removes all the elements in the container from the scene
  51286. * @param container contains the elements to remove
  51287. * @param dispose if the removed element should be disposed (default: false)
  51288. */
  51289. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51290. /**
  51291. * Serializes the component data to the specified json object
  51292. * @param serializationObject The object to serialize to
  51293. */
  51294. serialize(serializationObject: any): void;
  51295. /**
  51296. * Disposes the component and the associated ressources.
  51297. */
  51298. dispose(): void;
  51299. private _draw;
  51300. }
  51301. }
  51302. declare module "babylonjs/LensFlares/index" {
  51303. export * from "babylonjs/LensFlares/lensFlare";
  51304. export * from "babylonjs/LensFlares/lensFlareSystem";
  51305. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51306. }
  51307. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51308. import { Scene } from "babylonjs/scene";
  51309. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51310. import { AbstractScene } from "babylonjs/abstractScene";
  51311. /**
  51312. * Defines the shadow generator component responsible to manage any shadow generators
  51313. * in a given scene.
  51314. */
  51315. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51316. /**
  51317. * The component name helpfull to identify the component in the list of scene components.
  51318. */
  51319. readonly name: string;
  51320. /**
  51321. * The scene the component belongs to.
  51322. */
  51323. scene: Scene;
  51324. /**
  51325. * Creates a new instance of the component for the given scene
  51326. * @param scene Defines the scene to register the component in
  51327. */
  51328. constructor(scene: Scene);
  51329. /**
  51330. * Registers the component in a given scene
  51331. */
  51332. register(): void;
  51333. /**
  51334. * Rebuilds the elements related to this component in case of
  51335. * context lost for instance.
  51336. */
  51337. rebuild(): void;
  51338. /**
  51339. * Serializes the component data to the specified json object
  51340. * @param serializationObject The object to serialize to
  51341. */
  51342. serialize(serializationObject: any): void;
  51343. /**
  51344. * Adds all the elements from the container to the scene
  51345. * @param container the container holding the elements
  51346. */
  51347. addFromContainer(container: AbstractScene): void;
  51348. /**
  51349. * Removes all the elements in the container from the scene
  51350. * @param container contains the elements to remove
  51351. * @param dispose if the removed element should be disposed (default: false)
  51352. */
  51353. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51354. /**
  51355. * Rebuilds the elements related to this component in case of
  51356. * context lost for instance.
  51357. */
  51358. dispose(): void;
  51359. private _gatherRenderTargets;
  51360. }
  51361. }
  51362. declare module "babylonjs/Lights/Shadows/index" {
  51363. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51364. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51365. }
  51366. declare module "babylonjs/Lights/pointLight" {
  51367. import { Scene } from "babylonjs/scene";
  51368. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51370. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51371. import { Effect } from "babylonjs/Materials/effect";
  51372. /**
  51373. * A point light is a light defined by an unique point in world space.
  51374. * The light is emitted in every direction from this point.
  51375. * A good example of a point light is a standard light bulb.
  51376. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51377. */
  51378. export class PointLight extends ShadowLight {
  51379. private _shadowAngle;
  51380. /**
  51381. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51382. * This specifies what angle the shadow will use to be created.
  51383. *
  51384. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51385. */
  51386. /**
  51387. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51388. * This specifies what angle the shadow will use to be created.
  51389. *
  51390. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51391. */
  51392. shadowAngle: number;
  51393. /**
  51394. * Gets the direction if it has been set.
  51395. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51396. */
  51397. /**
  51398. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51399. */
  51400. direction: Vector3;
  51401. /**
  51402. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51403. * A PointLight emits the light in every direction.
  51404. * It can cast shadows.
  51405. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51406. * ```javascript
  51407. * var pointLight = new PointLight("pl", camera.position, scene);
  51408. * ```
  51409. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51410. * @param name The light friendly name
  51411. * @param position The position of the point light in the scene
  51412. * @param scene The scene the lights belongs to
  51413. */
  51414. constructor(name: string, position: Vector3, scene: Scene);
  51415. /**
  51416. * Returns the string "PointLight"
  51417. * @returns the class name
  51418. */
  51419. getClassName(): string;
  51420. /**
  51421. * Returns the integer 0.
  51422. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51423. */
  51424. getTypeID(): number;
  51425. /**
  51426. * Specifies wether or not the shadowmap should be a cube texture.
  51427. * @returns true if the shadowmap needs to be a cube texture.
  51428. */
  51429. needCube(): boolean;
  51430. /**
  51431. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51432. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51433. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51434. */
  51435. getShadowDirection(faceIndex?: number): Vector3;
  51436. /**
  51437. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51438. * - fov = PI / 2
  51439. * - aspect ratio : 1.0
  51440. * - z-near and far equal to the active camera minZ and maxZ.
  51441. * Returns the PointLight.
  51442. */
  51443. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51444. protected _buildUniformLayout(): void;
  51445. /**
  51446. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51447. * @param effect The effect to update
  51448. * @param lightIndex The index of the light in the effect to update
  51449. * @returns The point light
  51450. */
  51451. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51452. /**
  51453. * Prepares the list of defines specific to the light type.
  51454. * @param defines the list of defines
  51455. * @param lightIndex defines the index of the light for the effect
  51456. */
  51457. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51458. }
  51459. }
  51460. declare module "babylonjs/Lights/index" {
  51461. export * from "babylonjs/Lights/light";
  51462. export * from "babylonjs/Lights/shadowLight";
  51463. export * from "babylonjs/Lights/Shadows/index";
  51464. export * from "babylonjs/Lights/directionalLight";
  51465. export * from "babylonjs/Lights/hemisphericLight";
  51466. export * from "babylonjs/Lights/pointLight";
  51467. export * from "babylonjs/Lights/spotLight";
  51468. }
  51469. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51470. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51471. /**
  51472. * Header information of HDR texture files.
  51473. */
  51474. export interface HDRInfo {
  51475. /**
  51476. * The height of the texture in pixels.
  51477. */
  51478. height: number;
  51479. /**
  51480. * The width of the texture in pixels.
  51481. */
  51482. width: number;
  51483. /**
  51484. * The index of the beginning of the data in the binary file.
  51485. */
  51486. dataPosition: number;
  51487. }
  51488. /**
  51489. * This groups tools to convert HDR texture to native colors array.
  51490. */
  51491. export class HDRTools {
  51492. private static Ldexp;
  51493. private static Rgbe2float;
  51494. private static readStringLine;
  51495. /**
  51496. * Reads header information from an RGBE texture stored in a native array.
  51497. * More information on this format are available here:
  51498. * https://en.wikipedia.org/wiki/RGBE_image_format
  51499. *
  51500. * @param uint8array The binary file stored in native array.
  51501. * @return The header information.
  51502. */
  51503. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51504. /**
  51505. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51506. * This RGBE texture needs to store the information as a panorama.
  51507. *
  51508. * More information on this format are available here:
  51509. * https://en.wikipedia.org/wiki/RGBE_image_format
  51510. *
  51511. * @param buffer The binary file stored in an array buffer.
  51512. * @param size The expected size of the extracted cubemap.
  51513. * @return The Cube Map information.
  51514. */
  51515. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51516. /**
  51517. * Returns the pixels data extracted from an RGBE texture.
  51518. * This pixels will be stored left to right up to down in the R G B order in one array.
  51519. *
  51520. * More information on this format are available here:
  51521. * https://en.wikipedia.org/wiki/RGBE_image_format
  51522. *
  51523. * @param uint8array The binary file stored in an array buffer.
  51524. * @param hdrInfo The header information of the file.
  51525. * @return The pixels data in RGB right to left up to down order.
  51526. */
  51527. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51528. private static RGBE_ReadPixels_RLE;
  51529. }
  51530. }
  51531. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51532. import { Nullable } from "babylonjs/types";
  51533. import { Scene } from "babylonjs/scene";
  51534. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51535. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51536. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51537. /**
  51538. * This represents a texture coming from an HDR input.
  51539. *
  51540. * The only supported format is currently panorama picture stored in RGBE format.
  51541. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51542. */
  51543. export class HDRCubeTexture extends BaseTexture {
  51544. private static _facesMapping;
  51545. private _generateHarmonics;
  51546. private _noMipmap;
  51547. private _textureMatrix;
  51548. private _size;
  51549. private _onLoad;
  51550. private _onError;
  51551. /**
  51552. * The texture URL.
  51553. */
  51554. url: string;
  51555. /**
  51556. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51557. */
  51558. coordinatesMode: number;
  51559. protected _isBlocking: boolean;
  51560. /**
  51561. * Sets wether or not the texture is blocking during loading.
  51562. */
  51563. /**
  51564. * Gets wether or not the texture is blocking during loading.
  51565. */
  51566. isBlocking: boolean;
  51567. protected _rotationY: number;
  51568. /**
  51569. * Sets texture matrix rotation angle around Y axis in radians.
  51570. */
  51571. /**
  51572. * Gets texture matrix rotation angle around Y axis radians.
  51573. */
  51574. rotationY: number;
  51575. /**
  51576. * Gets or sets the center of the bounding box associated with the cube texture
  51577. * It must define where the camera used to render the texture was set
  51578. */
  51579. boundingBoxPosition: Vector3;
  51580. private _boundingBoxSize;
  51581. /**
  51582. * Gets or sets the size of the bounding box associated with the cube texture
  51583. * When defined, the cubemap will switch to local mode
  51584. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51585. * @example https://www.babylonjs-playground.com/#RNASML
  51586. */
  51587. boundingBoxSize: Vector3;
  51588. /**
  51589. * Instantiates an HDRTexture from the following parameters.
  51590. *
  51591. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51592. * @param scene The scene the texture will be used in
  51593. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51594. * @param noMipmap Forces to not generate the mipmap if true
  51595. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51596. * @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)
  51597. * @param reserved Reserved flag for internal use.
  51598. */
  51599. 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>);
  51600. /**
  51601. * Get the current class name of the texture useful for serialization or dynamic coding.
  51602. * @returns "HDRCubeTexture"
  51603. */
  51604. getClassName(): string;
  51605. /**
  51606. * Occurs when the file is raw .hdr file.
  51607. */
  51608. private loadTexture;
  51609. clone(): HDRCubeTexture;
  51610. delayLoad(): void;
  51611. /**
  51612. * Get the texture reflection matrix used to rotate/transform the reflection.
  51613. * @returns the reflection matrix
  51614. */
  51615. getReflectionTextureMatrix(): Matrix;
  51616. /**
  51617. * Set the texture reflection matrix used to rotate/transform the reflection.
  51618. * @param value Define the reflection matrix to set
  51619. */
  51620. setReflectionTextureMatrix(value: Matrix): void;
  51621. /**
  51622. * Parses a JSON representation of an HDR Texture in order to create the texture
  51623. * @param parsedTexture Define the JSON representation
  51624. * @param scene Define the scene the texture should be created in
  51625. * @param rootUrl Define the root url in case we need to load relative dependencies
  51626. * @returns the newly created texture after parsing
  51627. */
  51628. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51629. serialize(): any;
  51630. }
  51631. }
  51632. declare module "babylonjs/Physics/physicsEngine" {
  51633. import { Nullable } from "babylonjs/types";
  51634. import { Vector3 } from "babylonjs/Maths/math.vector";
  51635. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51636. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51637. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51638. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51639. /**
  51640. * Class used to control physics engine
  51641. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51642. */
  51643. export class PhysicsEngine implements IPhysicsEngine {
  51644. private _physicsPlugin;
  51645. /**
  51646. * Global value used to control the smallest number supported by the simulation
  51647. */
  51648. static Epsilon: number;
  51649. private _impostors;
  51650. private _joints;
  51651. /**
  51652. * Gets the gravity vector used by the simulation
  51653. */
  51654. gravity: Vector3;
  51655. /**
  51656. * Factory used to create the default physics plugin.
  51657. * @returns The default physics plugin
  51658. */
  51659. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51660. /**
  51661. * Creates a new Physics Engine
  51662. * @param gravity defines the gravity vector used by the simulation
  51663. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51664. */
  51665. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51666. /**
  51667. * Sets the gravity vector used by the simulation
  51668. * @param gravity defines the gravity vector to use
  51669. */
  51670. setGravity(gravity: Vector3): void;
  51671. /**
  51672. * Set the time step of the physics engine.
  51673. * Default is 1/60.
  51674. * To slow it down, enter 1/600 for example.
  51675. * To speed it up, 1/30
  51676. * @param newTimeStep defines the new timestep to apply to this world.
  51677. */
  51678. setTimeStep(newTimeStep?: number): void;
  51679. /**
  51680. * Get the time step of the physics engine.
  51681. * @returns the current time step
  51682. */
  51683. getTimeStep(): number;
  51684. /**
  51685. * Release all resources
  51686. */
  51687. dispose(): void;
  51688. /**
  51689. * Gets the name of the current physics plugin
  51690. * @returns the name of the plugin
  51691. */
  51692. getPhysicsPluginName(): string;
  51693. /**
  51694. * Adding a new impostor for the impostor tracking.
  51695. * This will be done by the impostor itself.
  51696. * @param impostor the impostor to add
  51697. */
  51698. addImpostor(impostor: PhysicsImpostor): void;
  51699. /**
  51700. * Remove an impostor from the engine.
  51701. * This impostor and its mesh will not longer be updated by the physics engine.
  51702. * @param impostor the impostor to remove
  51703. */
  51704. removeImpostor(impostor: PhysicsImpostor): void;
  51705. /**
  51706. * Add a joint to the physics engine
  51707. * @param mainImpostor defines the main impostor to which the joint is added.
  51708. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51709. * @param joint defines the joint that will connect both impostors.
  51710. */
  51711. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51712. /**
  51713. * Removes a joint from the simulation
  51714. * @param mainImpostor defines the impostor used with the joint
  51715. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51716. * @param joint defines the joint to remove
  51717. */
  51718. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51719. /**
  51720. * Called by the scene. No need to call it.
  51721. * @param delta defines the timespam between frames
  51722. */
  51723. _step(delta: number): void;
  51724. /**
  51725. * Gets the current plugin used to run the simulation
  51726. * @returns current plugin
  51727. */
  51728. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51729. /**
  51730. * Gets the list of physic impostors
  51731. * @returns an array of PhysicsImpostor
  51732. */
  51733. getImpostors(): Array<PhysicsImpostor>;
  51734. /**
  51735. * Gets the impostor for a physics enabled object
  51736. * @param object defines the object impersonated by the impostor
  51737. * @returns the PhysicsImpostor or null if not found
  51738. */
  51739. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51740. /**
  51741. * Gets the impostor for a physics body object
  51742. * @param body defines physics body used by the impostor
  51743. * @returns the PhysicsImpostor or null if not found
  51744. */
  51745. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51746. /**
  51747. * Does a raycast in the physics world
  51748. * @param from when should the ray start?
  51749. * @param to when should the ray end?
  51750. * @returns PhysicsRaycastResult
  51751. */
  51752. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51753. }
  51754. }
  51755. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51756. import { Nullable } from "babylonjs/types";
  51757. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51758. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51759. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51760. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51761. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51762. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51763. /** @hidden */
  51764. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51765. private _useDeltaForWorldStep;
  51766. world: any;
  51767. name: string;
  51768. private _physicsMaterials;
  51769. private _fixedTimeStep;
  51770. private _cannonRaycastResult;
  51771. private _raycastResult;
  51772. private _physicsBodysToRemoveAfterStep;
  51773. BJSCANNON: any;
  51774. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51775. setGravity(gravity: Vector3): void;
  51776. setTimeStep(timeStep: number): void;
  51777. getTimeStep(): number;
  51778. executeStep(delta: number): void;
  51779. private _removeMarkedPhysicsBodiesFromWorld;
  51780. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51781. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51782. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51783. private _processChildMeshes;
  51784. removePhysicsBody(impostor: PhysicsImpostor): void;
  51785. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51786. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51787. private _addMaterial;
  51788. private _checkWithEpsilon;
  51789. private _createShape;
  51790. private _createHeightmap;
  51791. private _minus90X;
  51792. private _plus90X;
  51793. private _tmpPosition;
  51794. private _tmpDeltaPosition;
  51795. private _tmpUnityRotation;
  51796. private _updatePhysicsBodyTransformation;
  51797. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51798. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51799. isSupported(): boolean;
  51800. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51801. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51802. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51803. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51804. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51805. getBodyMass(impostor: PhysicsImpostor): number;
  51806. getBodyFriction(impostor: PhysicsImpostor): number;
  51807. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51808. getBodyRestitution(impostor: PhysicsImpostor): number;
  51809. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51810. sleepBody(impostor: PhysicsImpostor): void;
  51811. wakeUpBody(impostor: PhysicsImpostor): void;
  51812. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51813. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51814. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51815. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51816. getRadius(impostor: PhysicsImpostor): number;
  51817. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51818. dispose(): void;
  51819. private _extendNamespace;
  51820. /**
  51821. * Does a raycast in the physics world
  51822. * @param from when should the ray start?
  51823. * @param to when should the ray end?
  51824. * @returns PhysicsRaycastResult
  51825. */
  51826. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51827. }
  51828. }
  51829. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51830. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51831. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51832. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51833. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51834. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51835. import { Nullable } from "babylonjs/types";
  51836. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51837. /** @hidden */
  51838. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51839. world: any;
  51840. name: string;
  51841. BJSOIMO: any;
  51842. private _raycastResult;
  51843. constructor(iterations?: number, oimoInjection?: any);
  51844. setGravity(gravity: Vector3): void;
  51845. setTimeStep(timeStep: number): void;
  51846. getTimeStep(): number;
  51847. private _tmpImpostorsArray;
  51848. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51849. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51850. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51851. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51852. private _tmpPositionVector;
  51853. removePhysicsBody(impostor: PhysicsImpostor): void;
  51854. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51855. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51856. isSupported(): boolean;
  51857. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51858. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51859. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51860. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51861. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51862. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51863. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51864. getBodyMass(impostor: PhysicsImpostor): number;
  51865. getBodyFriction(impostor: PhysicsImpostor): number;
  51866. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51867. getBodyRestitution(impostor: PhysicsImpostor): number;
  51868. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51869. sleepBody(impostor: PhysicsImpostor): void;
  51870. wakeUpBody(impostor: PhysicsImpostor): void;
  51871. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51872. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51873. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51874. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51875. getRadius(impostor: PhysicsImpostor): number;
  51876. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51877. dispose(): void;
  51878. /**
  51879. * Does a raycast in the physics world
  51880. * @param from when should the ray start?
  51881. * @param to when should the ray end?
  51882. * @returns PhysicsRaycastResult
  51883. */
  51884. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51885. }
  51886. }
  51887. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51888. import { Nullable } from "babylonjs/types";
  51889. import { Scene } from "babylonjs/scene";
  51890. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51891. import { Color4 } from "babylonjs/Maths/math.color";
  51892. import { Mesh } from "babylonjs/Meshes/mesh";
  51893. /**
  51894. * Class containing static functions to help procedurally build meshes
  51895. */
  51896. export class RibbonBuilder {
  51897. /**
  51898. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51899. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51900. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51901. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51902. * * 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
  51903. * * 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
  51904. * * 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
  51905. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51906. * * 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
  51907. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51908. * * 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
  51909. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51910. * * 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
  51911. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51913. * @param name defines the name of the mesh
  51914. * @param options defines the options used to create the mesh
  51915. * @param scene defines the hosting scene
  51916. * @returns the ribbon mesh
  51917. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51918. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51919. */
  51920. static CreateRibbon(name: string, options: {
  51921. pathArray: Vector3[][];
  51922. closeArray?: boolean;
  51923. closePath?: boolean;
  51924. offset?: number;
  51925. updatable?: boolean;
  51926. sideOrientation?: number;
  51927. frontUVs?: Vector4;
  51928. backUVs?: Vector4;
  51929. instance?: Mesh;
  51930. invertUV?: boolean;
  51931. uvs?: Vector2[];
  51932. colors?: Color4[];
  51933. }, scene?: Nullable<Scene>): Mesh;
  51934. }
  51935. }
  51936. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51937. import { Nullable } from "babylonjs/types";
  51938. import { Scene } from "babylonjs/scene";
  51939. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  51940. import { Mesh } from "babylonjs/Meshes/mesh";
  51941. /**
  51942. * Class containing static functions to help procedurally build meshes
  51943. */
  51944. export class ShapeBuilder {
  51945. /**
  51946. * 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.
  51947. * * 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.
  51948. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51949. * * 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.
  51950. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  51951. * * 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
  51952. * * 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
  51953. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  51954. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51955. * * 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
  51956. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  51957. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  51958. * @param name defines the name of the mesh
  51959. * @param options defines the options used to create the mesh
  51960. * @param scene defines the hosting scene
  51961. * @returns the extruded shape mesh
  51962. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51963. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51964. */
  51965. static ExtrudeShape(name: string, options: {
  51966. shape: Vector3[];
  51967. path: Vector3[];
  51968. scale?: number;
  51969. rotation?: number;
  51970. cap?: number;
  51971. updatable?: boolean;
  51972. sideOrientation?: number;
  51973. frontUVs?: Vector4;
  51974. backUVs?: Vector4;
  51975. instance?: Mesh;
  51976. invertUV?: boolean;
  51977. }, scene?: Nullable<Scene>): Mesh;
  51978. /**
  51979. * Creates an custom extruded shape mesh.
  51980. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51981. * * 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.
  51982. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51983. * * 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
  51984. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  51985. * * 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
  51986. * * It must returns a float value that will be the scale value applied to the shape on each path point
  51987. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  51988. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  51989. * * 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
  51990. * * 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
  51991. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  51992. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51993. * * 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
  51994. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51995. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51996. * @param name defines the name of the mesh
  51997. * @param options defines the options used to create the mesh
  51998. * @param scene defines the hosting scene
  51999. * @returns the custom extruded shape mesh
  52000. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52001. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52002. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52003. */
  52004. static ExtrudeShapeCustom(name: string, options: {
  52005. shape: Vector3[];
  52006. path: Vector3[];
  52007. scaleFunction?: any;
  52008. rotationFunction?: any;
  52009. ribbonCloseArray?: boolean;
  52010. ribbonClosePath?: boolean;
  52011. cap?: number;
  52012. updatable?: boolean;
  52013. sideOrientation?: number;
  52014. frontUVs?: Vector4;
  52015. backUVs?: Vector4;
  52016. instance?: Mesh;
  52017. invertUV?: boolean;
  52018. }, scene?: Nullable<Scene>): Mesh;
  52019. private static _ExtrudeShapeGeneric;
  52020. }
  52021. }
  52022. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52023. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52024. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52025. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52026. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52027. import { Nullable } from "babylonjs/types";
  52028. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52029. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52030. /**
  52031. * AmmoJS Physics plugin
  52032. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52033. * @see https://github.com/kripken/ammo.js/
  52034. */
  52035. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52036. private _useDeltaForWorldStep;
  52037. /**
  52038. * Reference to the Ammo library
  52039. */
  52040. bjsAMMO: any;
  52041. /**
  52042. * Created ammoJS world which physics bodies are added to
  52043. */
  52044. world: any;
  52045. /**
  52046. * Name of the plugin
  52047. */
  52048. name: string;
  52049. private _timeStep;
  52050. private _fixedTimeStep;
  52051. private _maxSteps;
  52052. private _tmpQuaternion;
  52053. private _tmpAmmoTransform;
  52054. private _tmpAmmoQuaternion;
  52055. private _tmpAmmoConcreteContactResultCallback;
  52056. private _collisionConfiguration;
  52057. private _dispatcher;
  52058. private _overlappingPairCache;
  52059. private _solver;
  52060. private _softBodySolver;
  52061. private _tmpAmmoVectorA;
  52062. private _tmpAmmoVectorB;
  52063. private _tmpAmmoVectorC;
  52064. private _tmpAmmoVectorD;
  52065. private _tmpContactCallbackResult;
  52066. private _tmpAmmoVectorRCA;
  52067. private _tmpAmmoVectorRCB;
  52068. private _raycastResult;
  52069. private static readonly DISABLE_COLLISION_FLAG;
  52070. private static readonly KINEMATIC_FLAG;
  52071. private static readonly DISABLE_DEACTIVATION_FLAG;
  52072. /**
  52073. * Initializes the ammoJS plugin
  52074. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52075. * @param ammoInjection can be used to inject your own ammo reference
  52076. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52077. */
  52078. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52079. /**
  52080. * Sets the gravity of the physics world (m/(s^2))
  52081. * @param gravity Gravity to set
  52082. */
  52083. setGravity(gravity: Vector3): void;
  52084. /**
  52085. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52086. * @param timeStep timestep to use in seconds
  52087. */
  52088. setTimeStep(timeStep: number): void;
  52089. /**
  52090. * 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)
  52091. * @param fixedTimeStep fixedTimeStep to use in seconds
  52092. */
  52093. setFixedTimeStep(fixedTimeStep: number): void;
  52094. /**
  52095. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52096. * @param maxSteps the maximum number of steps by the physics engine per frame
  52097. */
  52098. setMaxSteps(maxSteps: number): void;
  52099. /**
  52100. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52101. * @returns the current timestep in seconds
  52102. */
  52103. getTimeStep(): number;
  52104. private _isImpostorInContact;
  52105. private _isImpostorPairInContact;
  52106. private _stepSimulation;
  52107. /**
  52108. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52109. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52110. * After the step the babylon meshes are set to the position of the physics imposters
  52111. * @param delta amount of time to step forward
  52112. * @param impostors array of imposters to update before/after the step
  52113. */
  52114. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52115. /**
  52116. * Update babylon mesh to match physics world object
  52117. * @param impostor imposter to match
  52118. */
  52119. private _afterSoftStep;
  52120. /**
  52121. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52122. * @param impostor imposter to match
  52123. */
  52124. private _ropeStep;
  52125. /**
  52126. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52127. * @param impostor imposter to match
  52128. */
  52129. private _softbodyOrClothStep;
  52130. private _tmpVector;
  52131. private _tmpMatrix;
  52132. /**
  52133. * Applies an impulse on the imposter
  52134. * @param impostor imposter to apply impulse to
  52135. * @param force amount of force to be applied to the imposter
  52136. * @param contactPoint the location to apply the impulse on the imposter
  52137. */
  52138. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52139. /**
  52140. * Applies a force on the imposter
  52141. * @param impostor imposter to apply force
  52142. * @param force amount of force to be applied to the imposter
  52143. * @param contactPoint the location to apply the force on the imposter
  52144. */
  52145. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52146. /**
  52147. * Creates a physics body using the plugin
  52148. * @param impostor the imposter to create the physics body on
  52149. */
  52150. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52151. /**
  52152. * Removes the physics body from the imposter and disposes of the body's memory
  52153. * @param impostor imposter to remove the physics body from
  52154. */
  52155. removePhysicsBody(impostor: PhysicsImpostor): void;
  52156. /**
  52157. * Generates a joint
  52158. * @param impostorJoint the imposter joint to create the joint with
  52159. */
  52160. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52161. /**
  52162. * Removes a joint
  52163. * @param impostorJoint the imposter joint to remove the joint from
  52164. */
  52165. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52166. private _addMeshVerts;
  52167. /**
  52168. * Initialise the soft body vertices to match its object's (mesh) vertices
  52169. * Softbody vertices (nodes) are in world space and to match this
  52170. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52171. * @param impostor to create the softbody for
  52172. */
  52173. private _softVertexData;
  52174. /**
  52175. * Create an impostor's soft body
  52176. * @param impostor to create the softbody for
  52177. */
  52178. private _createSoftbody;
  52179. /**
  52180. * Create cloth for an impostor
  52181. * @param impostor to create the softbody for
  52182. */
  52183. private _createCloth;
  52184. /**
  52185. * Create rope for an impostor
  52186. * @param impostor to create the softbody for
  52187. */
  52188. private _createRope;
  52189. private _addHullVerts;
  52190. private _createShape;
  52191. /**
  52192. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52193. * @param impostor imposter containing the physics body and babylon object
  52194. */
  52195. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52196. /**
  52197. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52198. * @param impostor imposter containing the physics body and babylon object
  52199. * @param newPosition new position
  52200. * @param newRotation new rotation
  52201. */
  52202. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52203. /**
  52204. * If this plugin is supported
  52205. * @returns true if its supported
  52206. */
  52207. isSupported(): boolean;
  52208. /**
  52209. * Sets the linear velocity of the physics body
  52210. * @param impostor imposter to set the velocity on
  52211. * @param velocity velocity to set
  52212. */
  52213. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52214. /**
  52215. * Sets the angular velocity of the physics body
  52216. * @param impostor imposter to set the velocity on
  52217. * @param velocity velocity to set
  52218. */
  52219. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52220. /**
  52221. * gets the linear velocity
  52222. * @param impostor imposter to get linear velocity from
  52223. * @returns linear velocity
  52224. */
  52225. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52226. /**
  52227. * gets the angular velocity
  52228. * @param impostor imposter to get angular velocity from
  52229. * @returns angular velocity
  52230. */
  52231. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52232. /**
  52233. * Sets the mass of physics body
  52234. * @param impostor imposter to set the mass on
  52235. * @param mass mass to set
  52236. */
  52237. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52238. /**
  52239. * Gets the mass of the physics body
  52240. * @param impostor imposter to get the mass from
  52241. * @returns mass
  52242. */
  52243. getBodyMass(impostor: PhysicsImpostor): number;
  52244. /**
  52245. * Gets friction of the impostor
  52246. * @param impostor impostor to get friction from
  52247. * @returns friction value
  52248. */
  52249. getBodyFriction(impostor: PhysicsImpostor): number;
  52250. /**
  52251. * Sets friction of the impostor
  52252. * @param impostor impostor to set friction on
  52253. * @param friction friction value
  52254. */
  52255. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52256. /**
  52257. * Gets restitution of the impostor
  52258. * @param impostor impostor to get restitution from
  52259. * @returns restitution value
  52260. */
  52261. getBodyRestitution(impostor: PhysicsImpostor): number;
  52262. /**
  52263. * Sets resitution of the impostor
  52264. * @param impostor impostor to set resitution on
  52265. * @param restitution resitution value
  52266. */
  52267. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52268. /**
  52269. * Gets pressure inside the impostor
  52270. * @param impostor impostor to get pressure from
  52271. * @returns pressure value
  52272. */
  52273. getBodyPressure(impostor: PhysicsImpostor): number;
  52274. /**
  52275. * Sets pressure inside a soft body impostor
  52276. * Cloth and rope must remain 0 pressure
  52277. * @param impostor impostor to set pressure on
  52278. * @param pressure pressure value
  52279. */
  52280. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52281. /**
  52282. * Gets stiffness of the impostor
  52283. * @param impostor impostor to get stiffness from
  52284. * @returns pressure value
  52285. */
  52286. getBodyStiffness(impostor: PhysicsImpostor): number;
  52287. /**
  52288. * Sets stiffness of the impostor
  52289. * @param impostor impostor to set stiffness on
  52290. * @param stiffness stiffness value from 0 to 1
  52291. */
  52292. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52293. /**
  52294. * Gets velocityIterations of the impostor
  52295. * @param impostor impostor to get velocity iterations from
  52296. * @returns velocityIterations value
  52297. */
  52298. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52299. /**
  52300. * Sets velocityIterations of the impostor
  52301. * @param impostor impostor to set velocity iterations on
  52302. * @param velocityIterations velocityIterations value
  52303. */
  52304. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52305. /**
  52306. * Gets positionIterations of the impostor
  52307. * @param impostor impostor to get position iterations from
  52308. * @returns positionIterations value
  52309. */
  52310. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52311. /**
  52312. * Sets positionIterations of the impostor
  52313. * @param impostor impostor to set position on
  52314. * @param positionIterations positionIterations value
  52315. */
  52316. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52317. /**
  52318. * Append an anchor to a cloth object
  52319. * @param impostor is the cloth impostor to add anchor to
  52320. * @param otherImpostor is the rigid impostor to anchor to
  52321. * @param width ratio across width from 0 to 1
  52322. * @param height ratio up height from 0 to 1
  52323. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52324. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52325. */
  52326. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52327. /**
  52328. * Append an hook to a rope object
  52329. * @param impostor is the rope impostor to add hook to
  52330. * @param otherImpostor is the rigid impostor to hook to
  52331. * @param length ratio along the rope from 0 to 1
  52332. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52333. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52334. */
  52335. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52336. /**
  52337. * Sleeps the physics body and stops it from being active
  52338. * @param impostor impostor to sleep
  52339. */
  52340. sleepBody(impostor: PhysicsImpostor): void;
  52341. /**
  52342. * Activates the physics body
  52343. * @param impostor impostor to activate
  52344. */
  52345. wakeUpBody(impostor: PhysicsImpostor): void;
  52346. /**
  52347. * Updates the distance parameters of the joint
  52348. * @param joint joint to update
  52349. * @param maxDistance maximum distance of the joint
  52350. * @param minDistance minimum distance of the joint
  52351. */
  52352. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52353. /**
  52354. * Sets a motor on the joint
  52355. * @param joint joint to set motor on
  52356. * @param speed speed of the motor
  52357. * @param maxForce maximum force of the motor
  52358. * @param motorIndex index of the motor
  52359. */
  52360. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52361. /**
  52362. * Sets the motors limit
  52363. * @param joint joint to set limit on
  52364. * @param upperLimit upper limit
  52365. * @param lowerLimit lower limit
  52366. */
  52367. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52368. /**
  52369. * Syncs the position and rotation of a mesh with the impostor
  52370. * @param mesh mesh to sync
  52371. * @param impostor impostor to update the mesh with
  52372. */
  52373. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52374. /**
  52375. * Gets the radius of the impostor
  52376. * @param impostor impostor to get radius from
  52377. * @returns the radius
  52378. */
  52379. getRadius(impostor: PhysicsImpostor): number;
  52380. /**
  52381. * Gets the box size of the impostor
  52382. * @param impostor impostor to get box size from
  52383. * @param result the resulting box size
  52384. */
  52385. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52386. /**
  52387. * Disposes of the impostor
  52388. */
  52389. dispose(): void;
  52390. /**
  52391. * Does a raycast in the physics world
  52392. * @param from when should the ray start?
  52393. * @param to when should the ray end?
  52394. * @returns PhysicsRaycastResult
  52395. */
  52396. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52397. }
  52398. }
  52399. declare module "babylonjs/Probes/reflectionProbe" {
  52400. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52401. import { Vector3 } from "babylonjs/Maths/math.vector";
  52402. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52403. import { Nullable } from "babylonjs/types";
  52404. import { Scene } from "babylonjs/scene";
  52405. module "babylonjs/abstractScene" {
  52406. interface AbstractScene {
  52407. /**
  52408. * The list of reflection probes added to the scene
  52409. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52410. */
  52411. reflectionProbes: Array<ReflectionProbe>;
  52412. /**
  52413. * Removes the given reflection probe from this scene.
  52414. * @param toRemove The reflection probe to remove
  52415. * @returns The index of the removed reflection probe
  52416. */
  52417. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52418. /**
  52419. * Adds the given reflection probe to this scene.
  52420. * @param newReflectionProbe The reflection probe to add
  52421. */
  52422. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52423. }
  52424. }
  52425. /**
  52426. * Class used to generate realtime reflection / refraction cube textures
  52427. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52428. */
  52429. export class ReflectionProbe {
  52430. /** defines the name of the probe */
  52431. name: string;
  52432. private _scene;
  52433. private _renderTargetTexture;
  52434. private _projectionMatrix;
  52435. private _viewMatrix;
  52436. private _target;
  52437. private _add;
  52438. private _attachedMesh;
  52439. private _invertYAxis;
  52440. /** Gets or sets probe position (center of the cube map) */
  52441. position: Vector3;
  52442. /**
  52443. * Creates a new reflection probe
  52444. * @param name defines the name of the probe
  52445. * @param size defines the texture resolution (for each face)
  52446. * @param scene defines the hosting scene
  52447. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52448. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52449. */
  52450. constructor(
  52451. /** defines the name of the probe */
  52452. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52453. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52454. samples: number;
  52455. /** Gets or sets the refresh rate to use (on every frame by default) */
  52456. refreshRate: number;
  52457. /**
  52458. * Gets the hosting scene
  52459. * @returns a Scene
  52460. */
  52461. getScene(): Scene;
  52462. /** Gets the internal CubeTexture used to render to */
  52463. readonly cubeTexture: RenderTargetTexture;
  52464. /** Gets the list of meshes to render */
  52465. readonly renderList: Nullable<AbstractMesh[]>;
  52466. /**
  52467. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52468. * @param mesh defines the mesh to attach to
  52469. */
  52470. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52471. /**
  52472. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52473. * @param renderingGroupId The rendering group id corresponding to its index
  52474. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52475. */
  52476. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52477. /**
  52478. * Clean all associated resources
  52479. */
  52480. dispose(): void;
  52481. /**
  52482. * Converts the reflection probe information to a readable string for debug purpose.
  52483. * @param fullDetails Supports for multiple levels of logging within scene loading
  52484. * @returns the human readable reflection probe info
  52485. */
  52486. toString(fullDetails?: boolean): string;
  52487. /**
  52488. * Get the class name of the relfection probe.
  52489. * @returns "ReflectionProbe"
  52490. */
  52491. getClassName(): string;
  52492. /**
  52493. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52494. * @returns The JSON representation of the texture
  52495. */
  52496. serialize(): any;
  52497. /**
  52498. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52499. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52500. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52501. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52502. * @returns The parsed reflection probe if successful
  52503. */
  52504. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52505. }
  52506. }
  52507. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52508. /** @hidden */
  52509. export var _BabylonLoaderRegistered: boolean;
  52510. }
  52511. declare module "babylonjs/Loading/Plugins/index" {
  52512. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52513. }
  52514. declare module "babylonjs/Loading/index" {
  52515. export * from "babylonjs/Loading/loadingScreen";
  52516. export * from "babylonjs/Loading/Plugins/index";
  52517. export * from "babylonjs/Loading/sceneLoader";
  52518. export * from "babylonjs/Loading/sceneLoaderFlags";
  52519. }
  52520. declare module "babylonjs/Materials/Background/index" {
  52521. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52522. }
  52523. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52524. import { Scene } from "babylonjs/scene";
  52525. import { Color3 } from "babylonjs/Maths/math.color";
  52526. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52527. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52528. /**
  52529. * The Physically based simple base material of BJS.
  52530. *
  52531. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52532. * It is used as the base class for both the specGloss and metalRough conventions.
  52533. */
  52534. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52535. /**
  52536. * Number of Simultaneous lights allowed on the material.
  52537. */
  52538. maxSimultaneousLights: number;
  52539. /**
  52540. * If sets to true, disables all the lights affecting the material.
  52541. */
  52542. disableLighting: boolean;
  52543. /**
  52544. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52545. */
  52546. environmentTexture: BaseTexture;
  52547. /**
  52548. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52549. */
  52550. invertNormalMapX: boolean;
  52551. /**
  52552. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52553. */
  52554. invertNormalMapY: boolean;
  52555. /**
  52556. * Normal map used in the model.
  52557. */
  52558. normalTexture: BaseTexture;
  52559. /**
  52560. * Emissivie color used to self-illuminate the model.
  52561. */
  52562. emissiveColor: Color3;
  52563. /**
  52564. * Emissivie texture used to self-illuminate the model.
  52565. */
  52566. emissiveTexture: BaseTexture;
  52567. /**
  52568. * Occlusion Channel Strenght.
  52569. */
  52570. occlusionStrength: number;
  52571. /**
  52572. * Occlusion Texture of the material (adding extra occlusion effects).
  52573. */
  52574. occlusionTexture: BaseTexture;
  52575. /**
  52576. * Defines the alpha limits in alpha test mode.
  52577. */
  52578. alphaCutOff: number;
  52579. /**
  52580. * Gets the current double sided mode.
  52581. */
  52582. /**
  52583. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52584. */
  52585. doubleSided: boolean;
  52586. /**
  52587. * Stores the pre-calculated light information of a mesh in a texture.
  52588. */
  52589. lightmapTexture: BaseTexture;
  52590. /**
  52591. * If true, the light map contains occlusion information instead of lighting info.
  52592. */
  52593. useLightmapAsShadowmap: boolean;
  52594. /**
  52595. * Instantiates a new PBRMaterial instance.
  52596. *
  52597. * @param name The material name
  52598. * @param scene The scene the material will be use in.
  52599. */
  52600. constructor(name: string, scene: Scene);
  52601. getClassName(): string;
  52602. }
  52603. }
  52604. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52605. import { Scene } from "babylonjs/scene";
  52606. import { Color3 } from "babylonjs/Maths/math.color";
  52607. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52608. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52609. /**
  52610. * The PBR material of BJS following the metal roughness convention.
  52611. *
  52612. * This fits to the PBR convention in the GLTF definition:
  52613. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52614. */
  52615. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52616. /**
  52617. * The base color has two different interpretations depending on the value of metalness.
  52618. * When the material is a metal, the base color is the specific measured reflectance value
  52619. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52620. * of the material.
  52621. */
  52622. baseColor: Color3;
  52623. /**
  52624. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52625. * well as opacity information in the alpha channel.
  52626. */
  52627. baseTexture: BaseTexture;
  52628. /**
  52629. * Specifies the metallic scalar value of the material.
  52630. * Can also be used to scale the metalness values of the metallic texture.
  52631. */
  52632. metallic: number;
  52633. /**
  52634. * Specifies the roughness scalar value of the material.
  52635. * Can also be used to scale the roughness values of the metallic texture.
  52636. */
  52637. roughness: number;
  52638. /**
  52639. * Texture containing both the metallic value in the B channel and the
  52640. * roughness value in the G channel to keep better precision.
  52641. */
  52642. metallicRoughnessTexture: BaseTexture;
  52643. /**
  52644. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52645. *
  52646. * @param name The material name
  52647. * @param scene The scene the material will be use in.
  52648. */
  52649. constructor(name: string, scene: Scene);
  52650. /**
  52651. * Return the currrent class name of the material.
  52652. */
  52653. getClassName(): string;
  52654. /**
  52655. * Makes a duplicate of the current material.
  52656. * @param name - name to use for the new material.
  52657. */
  52658. clone(name: string): PBRMetallicRoughnessMaterial;
  52659. /**
  52660. * Serialize the material to a parsable JSON object.
  52661. */
  52662. serialize(): any;
  52663. /**
  52664. * Parses a JSON object correponding to the serialize function.
  52665. */
  52666. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52667. }
  52668. }
  52669. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52670. import { Scene } from "babylonjs/scene";
  52671. import { Color3 } from "babylonjs/Maths/math.color";
  52672. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52673. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52674. /**
  52675. * The PBR material of BJS following the specular glossiness convention.
  52676. *
  52677. * This fits to the PBR convention in the GLTF definition:
  52678. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52679. */
  52680. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52681. /**
  52682. * Specifies the diffuse color of the material.
  52683. */
  52684. diffuseColor: Color3;
  52685. /**
  52686. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52687. * channel.
  52688. */
  52689. diffuseTexture: BaseTexture;
  52690. /**
  52691. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52692. */
  52693. specularColor: Color3;
  52694. /**
  52695. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52696. */
  52697. glossiness: number;
  52698. /**
  52699. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52700. */
  52701. specularGlossinessTexture: BaseTexture;
  52702. /**
  52703. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52704. *
  52705. * @param name The material name
  52706. * @param scene The scene the material will be use in.
  52707. */
  52708. constructor(name: string, scene: Scene);
  52709. /**
  52710. * Return the currrent class name of the material.
  52711. */
  52712. getClassName(): string;
  52713. /**
  52714. * Makes a duplicate of the current material.
  52715. * @param name - name to use for the new material.
  52716. */
  52717. clone(name: string): PBRSpecularGlossinessMaterial;
  52718. /**
  52719. * Serialize the material to a parsable JSON object.
  52720. */
  52721. serialize(): any;
  52722. /**
  52723. * Parses a JSON object correponding to the serialize function.
  52724. */
  52725. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52726. }
  52727. }
  52728. declare module "babylonjs/Materials/PBR/index" {
  52729. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52730. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52731. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52732. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52733. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52734. }
  52735. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52736. import { Nullable } from "babylonjs/types";
  52737. import { Scene } from "babylonjs/scene";
  52738. import { Matrix } from "babylonjs/Maths/math.vector";
  52739. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52740. /**
  52741. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52742. * It can help converting any input color in a desired output one. This can then be used to create effects
  52743. * from sepia, black and white to sixties or futuristic rendering...
  52744. *
  52745. * The only supported format is currently 3dl.
  52746. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52747. */
  52748. export class ColorGradingTexture extends BaseTexture {
  52749. /**
  52750. * The current texture matrix. (will always be identity in color grading texture)
  52751. */
  52752. private _textureMatrix;
  52753. /**
  52754. * The texture URL.
  52755. */
  52756. url: string;
  52757. /**
  52758. * Empty line regex stored for GC.
  52759. */
  52760. private static _noneEmptyLineRegex;
  52761. private _engine;
  52762. /**
  52763. * Instantiates a ColorGradingTexture from the following parameters.
  52764. *
  52765. * @param url The location of the color gradind data (currently only supporting 3dl)
  52766. * @param scene The scene the texture will be used in
  52767. */
  52768. constructor(url: string, scene: Scene);
  52769. /**
  52770. * Returns the texture matrix used in most of the material.
  52771. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52772. */
  52773. getTextureMatrix(): Matrix;
  52774. /**
  52775. * Occurs when the file being loaded is a .3dl LUT file.
  52776. */
  52777. private load3dlTexture;
  52778. /**
  52779. * Starts the loading process of the texture.
  52780. */
  52781. private loadTexture;
  52782. /**
  52783. * Clones the color gradind texture.
  52784. */
  52785. clone(): ColorGradingTexture;
  52786. /**
  52787. * Called during delayed load for textures.
  52788. */
  52789. delayLoad(): void;
  52790. /**
  52791. * Parses a color grading texture serialized by Babylon.
  52792. * @param parsedTexture The texture information being parsedTexture
  52793. * @param scene The scene to load the texture in
  52794. * @param rootUrl The root url of the data assets to load
  52795. * @return A color gradind texture
  52796. */
  52797. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52798. /**
  52799. * Serializes the LUT texture to json format.
  52800. */
  52801. serialize(): any;
  52802. }
  52803. }
  52804. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52805. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52806. import { Scene } from "babylonjs/scene";
  52807. import { Nullable } from "babylonjs/types";
  52808. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52809. /**
  52810. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52811. */
  52812. export class EquiRectangularCubeTexture extends BaseTexture {
  52813. /** The six faces of the cube. */
  52814. private static _FacesMapping;
  52815. private _noMipmap;
  52816. private _onLoad;
  52817. private _onError;
  52818. /** The size of the cubemap. */
  52819. private _size;
  52820. /** The buffer of the image. */
  52821. private _buffer;
  52822. /** The width of the input image. */
  52823. private _width;
  52824. /** The height of the input image. */
  52825. private _height;
  52826. /** The URL to the image. */
  52827. url: string;
  52828. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52829. coordinatesMode: number;
  52830. /**
  52831. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52832. * @param url The location of the image
  52833. * @param scene The scene the texture will be used in
  52834. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52835. * @param noMipmap Forces to not generate the mipmap if true
  52836. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52837. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52838. * @param onLoad — defines a callback called when texture is loaded
  52839. * @param onError — defines a callback called if there is an error
  52840. */
  52841. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52842. /**
  52843. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52844. */
  52845. private loadImage;
  52846. /**
  52847. * Convert the image buffer into a cubemap and create a CubeTexture.
  52848. */
  52849. private loadTexture;
  52850. /**
  52851. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52852. * @param buffer The ArrayBuffer that should be converted.
  52853. * @returns The buffer as Float32Array.
  52854. */
  52855. private getFloat32ArrayFromArrayBuffer;
  52856. /**
  52857. * Get the current class name of the texture useful for serialization or dynamic coding.
  52858. * @returns "EquiRectangularCubeTexture"
  52859. */
  52860. getClassName(): string;
  52861. /**
  52862. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52863. * @returns A clone of the current EquiRectangularCubeTexture.
  52864. */
  52865. clone(): EquiRectangularCubeTexture;
  52866. }
  52867. }
  52868. declare module "babylonjs/Misc/tga" {
  52869. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52870. /**
  52871. * Based on jsTGALoader - Javascript loader for TGA file
  52872. * By Vincent Thibault
  52873. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52874. */
  52875. export class TGATools {
  52876. private static _TYPE_INDEXED;
  52877. private static _TYPE_RGB;
  52878. private static _TYPE_GREY;
  52879. private static _TYPE_RLE_INDEXED;
  52880. private static _TYPE_RLE_RGB;
  52881. private static _TYPE_RLE_GREY;
  52882. private static _ORIGIN_MASK;
  52883. private static _ORIGIN_SHIFT;
  52884. private static _ORIGIN_BL;
  52885. private static _ORIGIN_BR;
  52886. private static _ORIGIN_UL;
  52887. private static _ORIGIN_UR;
  52888. /**
  52889. * Gets the header of a TGA file
  52890. * @param data defines the TGA data
  52891. * @returns the header
  52892. */
  52893. static GetTGAHeader(data: Uint8Array): any;
  52894. /**
  52895. * Uploads TGA content to a Babylon Texture
  52896. * @hidden
  52897. */
  52898. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52899. /** @hidden */
  52900. 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;
  52901. /** @hidden */
  52902. 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;
  52903. /** @hidden */
  52904. 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;
  52905. /** @hidden */
  52906. 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;
  52907. /** @hidden */
  52908. 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;
  52909. /** @hidden */
  52910. 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;
  52911. }
  52912. }
  52913. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52914. import { Nullable } from "babylonjs/types";
  52915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52916. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52917. /**
  52918. * Implementation of the TGA Texture Loader.
  52919. * @hidden
  52920. */
  52921. export class _TGATextureLoader implements IInternalTextureLoader {
  52922. /**
  52923. * Defines wether the loader supports cascade loading the different faces.
  52924. */
  52925. readonly supportCascades: boolean;
  52926. /**
  52927. * This returns if the loader support the current file information.
  52928. * @param extension defines the file extension of the file being loaded
  52929. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52930. * @param fallback defines the fallback internal texture if any
  52931. * @param isBase64 defines whether the texture is encoded as a base64
  52932. * @param isBuffer defines whether the texture data are stored as a buffer
  52933. * @returns true if the loader can load the specified file
  52934. */
  52935. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52936. /**
  52937. * Transform the url before loading if required.
  52938. * @param rootUrl the url of the texture
  52939. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52940. * @returns the transformed texture
  52941. */
  52942. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52943. /**
  52944. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52945. * @param rootUrl the url of the texture
  52946. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52947. * @returns the fallback texture
  52948. */
  52949. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52950. /**
  52951. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  52952. * @param data contains the texture data
  52953. * @param texture defines the BabylonJS internal texture
  52954. * @param createPolynomials will be true if polynomials have been requested
  52955. * @param onLoad defines the callback to trigger once the texture is ready
  52956. * @param onError defines the callback to trigger in case of error
  52957. */
  52958. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52959. /**
  52960. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52961. * @param data contains the texture data
  52962. * @param texture defines the BabylonJS internal texture
  52963. * @param callback defines the method to call once ready to upload
  52964. */
  52965. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52966. }
  52967. }
  52968. declare module "babylonjs/Misc/basis" {
  52969. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52970. /**
  52971. * Info about the .basis files
  52972. */
  52973. class BasisFileInfo {
  52974. /**
  52975. * If the file has alpha
  52976. */
  52977. hasAlpha: boolean;
  52978. /**
  52979. * Info about each image of the basis file
  52980. */
  52981. images: Array<{
  52982. levels: Array<{
  52983. width: number;
  52984. height: number;
  52985. transcodedPixels: ArrayBufferView;
  52986. }>;
  52987. }>;
  52988. }
  52989. /**
  52990. * Result of transcoding a basis file
  52991. */
  52992. class TranscodeResult {
  52993. /**
  52994. * Info about the .basis file
  52995. */
  52996. fileInfo: BasisFileInfo;
  52997. /**
  52998. * Format to use when loading the file
  52999. */
  53000. format: number;
  53001. }
  53002. /**
  53003. * Configuration options for the Basis transcoder
  53004. */
  53005. export class BasisTranscodeConfiguration {
  53006. /**
  53007. * Supported compression formats used to determine the supported output format of the transcoder
  53008. */
  53009. supportedCompressionFormats?: {
  53010. /**
  53011. * etc1 compression format
  53012. */
  53013. etc1?: boolean;
  53014. /**
  53015. * s3tc compression format
  53016. */
  53017. s3tc?: boolean;
  53018. /**
  53019. * pvrtc compression format
  53020. */
  53021. pvrtc?: boolean;
  53022. /**
  53023. * etc2 compression format
  53024. */
  53025. etc2?: boolean;
  53026. };
  53027. /**
  53028. * If mipmap levels should be loaded for transcoded images (Default: true)
  53029. */
  53030. loadMipmapLevels?: boolean;
  53031. /**
  53032. * Index of a single image to load (Default: all images)
  53033. */
  53034. loadSingleImage?: number;
  53035. }
  53036. /**
  53037. * Used to load .Basis files
  53038. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53039. */
  53040. export class BasisTools {
  53041. private static _IgnoreSupportedFormats;
  53042. /**
  53043. * URL to use when loading the basis transcoder
  53044. */
  53045. static JSModuleURL: string;
  53046. /**
  53047. * URL to use when loading the wasm module for the transcoder
  53048. */
  53049. static WasmModuleURL: string;
  53050. /**
  53051. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53052. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53053. * @returns internal format corresponding to the Basis format
  53054. */
  53055. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53056. private static _WorkerPromise;
  53057. private static _Worker;
  53058. private static _actionId;
  53059. private static _CreateWorkerAsync;
  53060. /**
  53061. * Transcodes a loaded image file to compressed pixel data
  53062. * @param imageData image data to transcode
  53063. * @param config configuration options for the transcoding
  53064. * @returns a promise resulting in the transcoded image
  53065. */
  53066. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53067. /**
  53068. * Loads a texture from the transcode result
  53069. * @param texture texture load to
  53070. * @param transcodeResult the result of transcoding the basis file to load from
  53071. */
  53072. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53073. }
  53074. }
  53075. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53076. import { Nullable } from "babylonjs/types";
  53077. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53078. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53079. /**
  53080. * Loader for .basis file format
  53081. */
  53082. export class _BasisTextureLoader implements IInternalTextureLoader {
  53083. /**
  53084. * Defines whether the loader supports cascade loading the different faces.
  53085. */
  53086. readonly supportCascades: boolean;
  53087. /**
  53088. * This returns if the loader support the current file information.
  53089. * @param extension defines the file extension of the file being loaded
  53090. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53091. * @param fallback defines the fallback internal texture if any
  53092. * @param isBase64 defines whether the texture is encoded as a base64
  53093. * @param isBuffer defines whether the texture data are stored as a buffer
  53094. * @returns true if the loader can load the specified file
  53095. */
  53096. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53097. /**
  53098. * Transform the url before loading if required.
  53099. * @param rootUrl the url of the texture
  53100. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53101. * @returns the transformed texture
  53102. */
  53103. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53104. /**
  53105. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53106. * @param rootUrl the url of the texture
  53107. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53108. * @returns the fallback texture
  53109. */
  53110. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53111. /**
  53112. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53113. * @param data contains the texture data
  53114. * @param texture defines the BabylonJS internal texture
  53115. * @param createPolynomials will be true if polynomials have been requested
  53116. * @param onLoad defines the callback to trigger once the texture is ready
  53117. * @param onError defines the callback to trigger in case of error
  53118. */
  53119. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53120. /**
  53121. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53122. * @param data contains the texture data
  53123. * @param texture defines the BabylonJS internal texture
  53124. * @param callback defines the method to call once ready to upload
  53125. */
  53126. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53127. }
  53128. }
  53129. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53130. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53131. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53132. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53133. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53134. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53135. }
  53136. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53137. import { Scene } from "babylonjs/scene";
  53138. import { Texture } from "babylonjs/Materials/Textures/texture";
  53139. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53140. /**
  53141. * 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.
  53142. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53143. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53144. */
  53145. export class CustomProceduralTexture extends ProceduralTexture {
  53146. private _animate;
  53147. private _time;
  53148. private _config;
  53149. private _texturePath;
  53150. /**
  53151. * Instantiates a new Custom Procedural Texture.
  53152. * 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.
  53153. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53154. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53155. * @param name Define the name of the texture
  53156. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53157. * @param size Define the size of the texture to create
  53158. * @param scene Define the scene the texture belongs to
  53159. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53160. * @param generateMipMaps Define if the texture should creates mip maps or not
  53161. */
  53162. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53163. private _loadJson;
  53164. /**
  53165. * Is the texture ready to be used ? (rendered at least once)
  53166. * @returns true if ready, otherwise, false.
  53167. */
  53168. isReady(): boolean;
  53169. /**
  53170. * Render the texture to its associated render target.
  53171. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53172. */
  53173. render(useCameraPostProcess?: boolean): void;
  53174. /**
  53175. * Update the list of dependant textures samplers in the shader.
  53176. */
  53177. updateTextures(): void;
  53178. /**
  53179. * Update the uniform values of the procedural texture in the shader.
  53180. */
  53181. updateShaderUniforms(): void;
  53182. /**
  53183. * Define if the texture animates or not.
  53184. */
  53185. animate: boolean;
  53186. }
  53187. }
  53188. declare module "babylonjs/Shaders/noise.fragment" {
  53189. /** @hidden */
  53190. export var noisePixelShader: {
  53191. name: string;
  53192. shader: string;
  53193. };
  53194. }
  53195. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53196. import { Nullable } from "babylonjs/types";
  53197. import { Scene } from "babylonjs/scene";
  53198. import { Texture } from "babylonjs/Materials/Textures/texture";
  53199. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53200. import "babylonjs/Shaders/noise.fragment";
  53201. /**
  53202. * Class used to generate noise procedural textures
  53203. */
  53204. export class NoiseProceduralTexture extends ProceduralTexture {
  53205. private _time;
  53206. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53207. brightness: number;
  53208. /** Defines the number of octaves to process */
  53209. octaves: number;
  53210. /** Defines the level of persistence (0.8 by default) */
  53211. persistence: number;
  53212. /** Gets or sets animation speed factor (default is 1) */
  53213. animationSpeedFactor: number;
  53214. /**
  53215. * Creates a new NoiseProceduralTexture
  53216. * @param name defines the name fo the texture
  53217. * @param size defines the size of the texture (default is 256)
  53218. * @param scene defines the hosting scene
  53219. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53220. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53221. */
  53222. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53223. private _updateShaderUniforms;
  53224. protected _getDefines(): string;
  53225. /** Generate the current state of the procedural texture */
  53226. render(useCameraPostProcess?: boolean): void;
  53227. /**
  53228. * Serializes this noise procedural texture
  53229. * @returns a serialized noise procedural texture object
  53230. */
  53231. serialize(): any;
  53232. /**
  53233. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53234. * @param parsedTexture defines parsed texture data
  53235. * @param scene defines the current scene
  53236. * @param rootUrl defines the root URL containing noise procedural texture information
  53237. * @returns a parsed NoiseProceduralTexture
  53238. */
  53239. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53240. }
  53241. }
  53242. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53243. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53244. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53245. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53246. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53247. }
  53248. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53249. import { Nullable } from "babylonjs/types";
  53250. import { Scene } from "babylonjs/scene";
  53251. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53252. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53253. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53254. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53255. /**
  53256. * Raw cube texture where the raw buffers are passed in
  53257. */
  53258. export class RawCubeTexture extends CubeTexture {
  53259. /**
  53260. * Creates a cube texture where the raw buffers are passed in.
  53261. * @param scene defines the scene the texture is attached to
  53262. * @param data defines the array of data to use to create each face
  53263. * @param size defines the size of the textures
  53264. * @param format defines the format of the data
  53265. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53266. * @param generateMipMaps defines if the engine should generate the mip levels
  53267. * @param invertY defines if data must be stored with Y axis inverted
  53268. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53269. * @param compression defines the compression used (null by default)
  53270. */
  53271. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53272. /**
  53273. * Updates the raw cube texture.
  53274. * @param data defines the data to store
  53275. * @param format defines the data format
  53276. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53277. * @param invertY defines if data must be stored with Y axis inverted
  53278. * @param compression defines the compression used (null by default)
  53279. * @param level defines which level of the texture to update
  53280. */
  53281. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53282. /**
  53283. * Updates a raw cube texture with RGBD encoded data.
  53284. * @param data defines the array of data [mipmap][face] to use to create each face
  53285. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53286. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53287. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53288. * @returns a promsie that resolves when the operation is complete
  53289. */
  53290. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53291. /**
  53292. * Clones the raw cube texture.
  53293. * @return a new cube texture
  53294. */
  53295. clone(): CubeTexture;
  53296. /** @hidden */
  53297. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53298. }
  53299. }
  53300. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53301. import { Scene } from "babylonjs/scene";
  53302. import { Texture } from "babylonjs/Materials/Textures/texture";
  53303. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53304. /**
  53305. * Class used to store 3D textures containing user data
  53306. */
  53307. export class RawTexture3D extends Texture {
  53308. /** Gets or sets the texture format to use */
  53309. format: number;
  53310. private _engine;
  53311. /**
  53312. * Create a new RawTexture3D
  53313. * @param data defines the data of the texture
  53314. * @param width defines the width of the texture
  53315. * @param height defines the height of the texture
  53316. * @param depth defines the depth of the texture
  53317. * @param format defines the texture format to use
  53318. * @param scene defines the hosting scene
  53319. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53320. * @param invertY defines if texture must be stored with Y axis inverted
  53321. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53322. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53323. */
  53324. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53325. /** Gets or sets the texture format to use */
  53326. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53327. /**
  53328. * Update the texture with new data
  53329. * @param data defines the data to store in the texture
  53330. */
  53331. update(data: ArrayBufferView): void;
  53332. }
  53333. }
  53334. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53335. import { Scene } from "babylonjs/scene";
  53336. import { Plane } from "babylonjs/Maths/math.plane";
  53337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53338. /**
  53339. * Creates a refraction texture used by refraction channel of the standard material.
  53340. * It is like a mirror but to see through a material.
  53341. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53342. */
  53343. export class RefractionTexture extends RenderTargetTexture {
  53344. /**
  53345. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53346. * 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.
  53347. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53348. */
  53349. refractionPlane: Plane;
  53350. /**
  53351. * Define how deep under the surface we should see.
  53352. */
  53353. depth: number;
  53354. /**
  53355. * Creates a refraction texture used by refraction channel of the standard material.
  53356. * It is like a mirror but to see through a material.
  53357. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53358. * @param name Define the texture name
  53359. * @param size Define the size of the underlying texture
  53360. * @param scene Define the scene the refraction belongs to
  53361. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53362. */
  53363. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53364. /**
  53365. * Clone the refraction texture.
  53366. * @returns the cloned texture
  53367. */
  53368. clone(): RefractionTexture;
  53369. /**
  53370. * Serialize the texture to a JSON representation you could use in Parse later on
  53371. * @returns the serialized JSON representation
  53372. */
  53373. serialize(): any;
  53374. }
  53375. }
  53376. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53377. import { Nullable } from "babylonjs/types";
  53378. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53379. import { Matrix } from "babylonjs/Maths/math.vector";
  53380. import { Engine } from "babylonjs/Engines/engine";
  53381. import { Scene } from "babylonjs/scene";
  53382. /**
  53383. * Defines the options related to the creation of an HtmlElementTexture
  53384. */
  53385. export interface IHtmlElementTextureOptions {
  53386. /**
  53387. * Defines wether mip maps should be created or not.
  53388. */
  53389. generateMipMaps?: boolean;
  53390. /**
  53391. * Defines the sampling mode of the texture.
  53392. */
  53393. samplingMode?: number;
  53394. /**
  53395. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53396. */
  53397. engine: Nullable<Engine>;
  53398. /**
  53399. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53400. */
  53401. scene: Nullable<Scene>;
  53402. }
  53403. /**
  53404. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53405. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53406. * is automatically managed.
  53407. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53408. * in your application.
  53409. *
  53410. * As the update is not automatic, you need to call them manually.
  53411. */
  53412. export class HtmlElementTexture extends BaseTexture {
  53413. /**
  53414. * The texture URL.
  53415. */
  53416. element: HTMLVideoElement | HTMLCanvasElement;
  53417. private static readonly DefaultOptions;
  53418. private _textureMatrix;
  53419. private _engine;
  53420. private _isVideo;
  53421. private _generateMipMaps;
  53422. private _samplingMode;
  53423. /**
  53424. * Instantiates a HtmlElementTexture from the following parameters.
  53425. *
  53426. * @param name Defines the name of the texture
  53427. * @param element Defines the video or canvas the texture is filled with
  53428. * @param options Defines the other none mandatory texture creation options
  53429. */
  53430. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53431. private _createInternalTexture;
  53432. /**
  53433. * Returns the texture matrix used in most of the material.
  53434. */
  53435. getTextureMatrix(): Matrix;
  53436. /**
  53437. * Updates the content of the texture.
  53438. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53439. */
  53440. update(invertY?: Nullable<boolean>): void;
  53441. }
  53442. }
  53443. declare module "babylonjs/Materials/Textures/index" {
  53444. export * from "babylonjs/Materials/Textures/baseTexture";
  53445. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53446. export * from "babylonjs/Materials/Textures/cubeTexture";
  53447. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53448. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53449. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53450. export * from "babylonjs/Materials/Textures/internalTexture";
  53451. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53452. export * from "babylonjs/Materials/Textures/Loaders/index";
  53453. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53454. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53455. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53456. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53457. export * from "babylonjs/Materials/Textures/rawTexture";
  53458. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53459. export * from "babylonjs/Materials/Textures/refractionTexture";
  53460. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53461. export * from "babylonjs/Materials/Textures/texture";
  53462. export * from "babylonjs/Materials/Textures/videoTexture";
  53463. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53464. }
  53465. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53466. /**
  53467. * Enum used to define the target of a block
  53468. */
  53469. export enum NodeMaterialBlockTargets {
  53470. /** Vertex shader */
  53471. Vertex = 1,
  53472. /** Fragment shader */
  53473. Fragment = 2,
  53474. /** Neutral */
  53475. Neutral = 4,
  53476. /** Vertex and Fragment */
  53477. VertexAndFragment = 3
  53478. }
  53479. }
  53480. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53481. /**
  53482. * Defines the kind of connection point for node based material
  53483. */
  53484. export enum NodeMaterialBlockConnectionPointTypes {
  53485. /** Float */
  53486. Float = 1,
  53487. /** Int */
  53488. Int = 2,
  53489. /** Vector2 */
  53490. Vector2 = 4,
  53491. /** Vector3 */
  53492. Vector3 = 8,
  53493. /** Vector4 */
  53494. Vector4 = 16,
  53495. /** Color3 */
  53496. Color3 = 32,
  53497. /** Color4 */
  53498. Color4 = 64,
  53499. /** Matrix */
  53500. Matrix = 128,
  53501. /** Vector3 or Color3 */
  53502. Vector3OrColor3 = 40,
  53503. /** Vector3 or Vector4 */
  53504. Vector3OrVector4 = 24,
  53505. /** Vector4 or Color4 */
  53506. Vector4OrColor4 = 80,
  53507. /** Color3 or Color4 */
  53508. Color3OrColor4 = 96,
  53509. /** Vector2 or Color3 or Color4 */
  53510. Vector2OrColor3OrColor4 = 100,
  53511. /** Vector3 or Color3 or Color4 or Vector4 */
  53512. Vector3OrColor3OrVector4OrColor4 = 120,
  53513. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  53514. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  53515. /** Detect type based on connection */
  53516. AutoDetect = 1024,
  53517. /** Output type that will be defined by input type */
  53518. BasedOnInput = 2048
  53519. }
  53520. }
  53521. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53522. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53523. /**
  53524. * Root class for all node material optimizers
  53525. */
  53526. export class NodeMaterialOptimizer {
  53527. /**
  53528. * Function used to optimize a NodeMaterial graph
  53529. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53530. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53531. */
  53532. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53533. }
  53534. }
  53535. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53536. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53537. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53538. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53539. /**
  53540. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53541. */
  53542. export class TransformBlock extends NodeMaterialBlock {
  53543. /**
  53544. * Defines the value to use to complement W value to transform it to a Vector4
  53545. */
  53546. complementW: number;
  53547. /**
  53548. * Defines the value to use to complement z value to transform it to a Vector4
  53549. */
  53550. complementZ: number;
  53551. /**
  53552. * Creates a new TransformBlock
  53553. * @param name defines the block name
  53554. */
  53555. constructor(name: string);
  53556. /**
  53557. * Gets the current class name
  53558. * @returns the class name
  53559. */
  53560. getClassName(): string;
  53561. /**
  53562. * Gets the vector input
  53563. */
  53564. readonly vector: NodeMaterialConnectionPoint;
  53565. /**
  53566. * Gets the output component
  53567. */
  53568. readonly output: NodeMaterialConnectionPoint;
  53569. /**
  53570. * Gets the matrix transform input
  53571. */
  53572. readonly transform: NodeMaterialConnectionPoint;
  53573. protected _buildBlock(state: NodeMaterialBuildState): this;
  53574. }
  53575. }
  53576. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53577. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53578. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53579. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53580. /**
  53581. * Block used to output the vertex position
  53582. */
  53583. export class VertexOutputBlock extends NodeMaterialBlock {
  53584. /**
  53585. * Creates a new VertexOutputBlock
  53586. * @param name defines the block name
  53587. */
  53588. constructor(name: string);
  53589. /**
  53590. * Gets the current class name
  53591. * @returns the class name
  53592. */
  53593. getClassName(): string;
  53594. /**
  53595. * Gets the vector input component
  53596. */
  53597. readonly vector: NodeMaterialConnectionPoint;
  53598. protected _buildBlock(state: NodeMaterialBuildState): this;
  53599. }
  53600. }
  53601. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53602. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53603. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53604. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53605. /**
  53606. * Block used to output the final color
  53607. */
  53608. export class FragmentOutputBlock extends NodeMaterialBlock {
  53609. /**
  53610. * Gets or sets a boolean indicating if this block will output an alpha value
  53611. */
  53612. alphaBlendingEnabled: boolean;
  53613. /**
  53614. * Create a new FragmentOutputBlock
  53615. * @param name defines the block name
  53616. */
  53617. constructor(name: string);
  53618. /**
  53619. * Gets the current class name
  53620. * @returns the class name
  53621. */
  53622. getClassName(): string;
  53623. /**
  53624. * Gets the color input component
  53625. */
  53626. readonly color: NodeMaterialConnectionPoint;
  53627. protected _buildBlock(state: NodeMaterialBuildState): this;
  53628. }
  53629. }
  53630. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53631. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53632. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53633. import { Scene } from "babylonjs/scene";
  53634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53635. import { Matrix } from "babylonjs/Maths/math.vector";
  53636. import { Mesh } from "babylonjs/Meshes/mesh";
  53637. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53638. import { Observable } from "babylonjs/Misc/observable";
  53639. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53640. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53641. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53642. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53643. import { Nullable } from "babylonjs/types";
  53644. /**
  53645. * Interface used to configure the node material editor
  53646. */
  53647. export interface INodeMaterialEditorOptions {
  53648. /** Define the URl to load node editor script */
  53649. editorURL?: string;
  53650. }
  53651. /** @hidden */
  53652. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53653. /** BONES */
  53654. NUM_BONE_INFLUENCERS: number;
  53655. BonesPerMesh: number;
  53656. BONETEXTURE: boolean;
  53657. /** MORPH TARGETS */
  53658. MORPHTARGETS: boolean;
  53659. MORPHTARGETS_NORMAL: boolean;
  53660. MORPHTARGETS_TANGENT: boolean;
  53661. MORPHTARGETS_UV: boolean;
  53662. NUM_MORPH_INFLUENCERS: number;
  53663. /** IMAGE PROCESSING */
  53664. IMAGEPROCESSING: boolean;
  53665. VIGNETTE: boolean;
  53666. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53667. VIGNETTEBLENDMODEOPAQUE: boolean;
  53668. TONEMAPPING: boolean;
  53669. TONEMAPPING_ACES: boolean;
  53670. CONTRAST: boolean;
  53671. EXPOSURE: boolean;
  53672. COLORCURVES: boolean;
  53673. COLORGRADING: boolean;
  53674. COLORGRADING3D: boolean;
  53675. SAMPLER3DGREENDEPTH: boolean;
  53676. SAMPLER3DBGRMAP: boolean;
  53677. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53678. constructor();
  53679. setValue(name: string, value: boolean): void;
  53680. }
  53681. /**
  53682. * Class used to configure NodeMaterial
  53683. */
  53684. export interface INodeMaterialOptions {
  53685. /**
  53686. * Defines if blocks should emit comments
  53687. */
  53688. emitComments: boolean;
  53689. }
  53690. /**
  53691. * Class used to create a node based material built by assembling shader blocks
  53692. */
  53693. export class NodeMaterial extends PushMaterial {
  53694. private _options;
  53695. private _vertexCompilationState;
  53696. private _fragmentCompilationState;
  53697. private _sharedData;
  53698. private _buildId;
  53699. private _buildWasSuccessful;
  53700. private _cachedWorldViewMatrix;
  53701. private _cachedWorldViewProjectionMatrix;
  53702. private _optimizers;
  53703. /** Define the URl to load node editor script */
  53704. static EditorURL: string;
  53705. private BJSNODEMATERIALEDITOR;
  53706. /** Get the inspector from bundle or global */
  53707. private _getGlobalNodeMaterialEditor;
  53708. /**
  53709. * Defines the maximum number of lights that can be used in the material
  53710. */
  53711. maxSimultaneousLights: number;
  53712. /**
  53713. * Observable raised when the material is built
  53714. */
  53715. onBuildObservable: Observable<NodeMaterial>;
  53716. /**
  53717. * Gets or sets the root nodes of the material vertex shader
  53718. */
  53719. _vertexOutputNodes: NodeMaterialBlock[];
  53720. /**
  53721. * Gets or sets the root nodes of the material fragment (pixel) shader
  53722. */
  53723. _fragmentOutputNodes: NodeMaterialBlock[];
  53724. /** Gets or sets options to control the node material overall behavior */
  53725. options: INodeMaterialOptions;
  53726. /**
  53727. * Default configuration related to image processing available in the standard Material.
  53728. */
  53729. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53730. /**
  53731. * Gets the image processing configuration used either in this material.
  53732. */
  53733. /**
  53734. * Sets the Default image processing configuration used either in the this material.
  53735. *
  53736. * If sets to null, the scene one is in use.
  53737. */
  53738. imageProcessingConfiguration: ImageProcessingConfiguration;
  53739. /**
  53740. * Create a new node based material
  53741. * @param name defines the material name
  53742. * @param scene defines the hosting scene
  53743. * @param options defines creation option
  53744. */
  53745. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53746. /**
  53747. * Gets the current class name of the material e.g. "NodeMaterial"
  53748. * @returns the class name
  53749. */
  53750. getClassName(): string;
  53751. /**
  53752. * Keep track of the image processing observer to allow dispose and replace.
  53753. */
  53754. private _imageProcessingObserver;
  53755. /**
  53756. * Attaches a new image processing configuration to the Standard Material.
  53757. * @param configuration
  53758. */
  53759. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53760. /**
  53761. * Adds a new optimizer to the list of optimizers
  53762. * @param optimizer defines the optimizers to add
  53763. * @returns the current material
  53764. */
  53765. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53766. /**
  53767. * Remove an optimizer from the list of optimizers
  53768. * @param optimizer defines the optimizers to remove
  53769. * @returns the current material
  53770. */
  53771. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53772. /**
  53773. * Add a new block to the list of output nodes
  53774. * @param node defines the node to add
  53775. * @returns the current material
  53776. */
  53777. addOutputNode(node: NodeMaterialBlock): this;
  53778. /**
  53779. * Remove a block from the list of root nodes
  53780. * @param node defines the node to remove
  53781. * @returns the current material
  53782. */
  53783. removeOutputNode(node: NodeMaterialBlock): this;
  53784. private _addVertexOutputNode;
  53785. private _removeVertexOutputNode;
  53786. private _addFragmentOutputNode;
  53787. private _removeFragmentOutputNode;
  53788. /**
  53789. * Specifies if the material will require alpha blending
  53790. * @returns a boolean specifying if alpha blending is needed
  53791. */
  53792. needAlphaBlending(): boolean;
  53793. /**
  53794. * Specifies if this material should be rendered in alpha test mode
  53795. * @returns a boolean specifying if an alpha test is needed.
  53796. */
  53797. needAlphaTesting(): boolean;
  53798. private _initializeBlock;
  53799. private _resetDualBlocks;
  53800. /**
  53801. * Build the material and generates the inner effect
  53802. * @param verbose defines if the build should log activity
  53803. */
  53804. build(verbose?: boolean): void;
  53805. /**
  53806. * Runs an otpimization phase to try to improve the shader code
  53807. */
  53808. optimize(): void;
  53809. private _prepareDefinesForAttributes;
  53810. /**
  53811. * Get if the submesh is ready to be used and all its information available.
  53812. * Child classes can use it to update shaders
  53813. * @param mesh defines the mesh to check
  53814. * @param subMesh defines which submesh to check
  53815. * @param useInstances specifies that instances should be used
  53816. * @returns a boolean indicating that the submesh is ready or not
  53817. */
  53818. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53819. /**
  53820. * Get a string representing the shaders built by the current node graph
  53821. */
  53822. readonly compiledShaders: string;
  53823. /**
  53824. * Binds the world matrix to the material
  53825. * @param world defines the world transformation matrix
  53826. */
  53827. bindOnlyWorldMatrix(world: Matrix): void;
  53828. /**
  53829. * Binds the submesh to this material by preparing the effect and shader to draw
  53830. * @param world defines the world transformation matrix
  53831. * @param mesh defines the mesh containing the submesh
  53832. * @param subMesh defines the submesh to bind the material to
  53833. */
  53834. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53835. /**
  53836. * Gets the active textures from the material
  53837. * @returns an array of textures
  53838. */
  53839. getActiveTextures(): BaseTexture[];
  53840. /**
  53841. * Specifies if the material uses a texture
  53842. * @param texture defines the texture to check against the material
  53843. * @returns a boolean specifying if the material uses the texture
  53844. */
  53845. hasTexture(texture: BaseTexture): boolean;
  53846. /**
  53847. * Disposes the material
  53848. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53849. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53850. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53851. */
  53852. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53853. /** Creates the node editor window. */
  53854. private _createNodeEditor;
  53855. /**
  53856. * Launch the node material editor
  53857. * @param config Define the configuration of the editor
  53858. * @return a promise fulfilled when the node editor is visible
  53859. */
  53860. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53861. /**
  53862. * Clear the current material
  53863. */
  53864. clear(): void;
  53865. /**
  53866. * Clear the current material and set it to a default state
  53867. */
  53868. setToDefault(): void;
  53869. private _gatherBlocks;
  53870. /**
  53871. * Serializes this material in a JSON representation
  53872. * @returns the serialized material object
  53873. */
  53874. serialize(): any;
  53875. /**
  53876. * Clear the current graph and load a new one from a serialization object
  53877. * @param source defines the JSON representation of the material
  53878. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53879. */
  53880. loadFromSerialization(source: any, rootUrl?: string): void;
  53881. /**
  53882. * Creates a node material from parsed material data
  53883. * @param source defines the JSON representation of the material
  53884. * @param scene defines the hosting scene
  53885. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53886. * @returns a new node material
  53887. */
  53888. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53889. }
  53890. }
  53891. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53892. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53893. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53894. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53895. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53896. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53897. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53898. import { Effect } from "babylonjs/Materials/effect";
  53899. import { Mesh } from "babylonjs/Meshes/mesh";
  53900. import { Nullable } from "babylonjs/types";
  53901. import { Scene } from "babylonjs/scene";
  53902. /**
  53903. * Block used to read a texture from a sampler
  53904. */
  53905. export class TextureBlock extends NodeMaterialBlock {
  53906. private _defineName;
  53907. private _samplerName;
  53908. private _transformedUVName;
  53909. private _textureTransformName;
  53910. private _textureInfoName;
  53911. private _mainUVName;
  53912. private _mainUVDefineName;
  53913. /**
  53914. * Gets or sets the texture associated with the node
  53915. */
  53916. texture: Nullable<BaseTexture>;
  53917. /**
  53918. * Create a new TextureBlock
  53919. * @param name defines the block name
  53920. */
  53921. constructor(name: string);
  53922. /**
  53923. * Gets the current class name
  53924. * @returns the class name
  53925. */
  53926. getClassName(): string;
  53927. /**
  53928. * Gets the uv input component
  53929. */
  53930. readonly uv: NodeMaterialConnectionPoint;
  53931. /**
  53932. * Gets the output component
  53933. */
  53934. readonly output: NodeMaterialConnectionPoint;
  53935. autoConfigure(): void;
  53936. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53937. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53938. isReady(): boolean;
  53939. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53940. private _injectVertexCode;
  53941. private _writeOutput;
  53942. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  53943. serialize(): any;
  53944. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53945. }
  53946. }
  53947. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  53948. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53949. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53950. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  53951. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  53952. /**
  53953. * Class used to store shared data between 2 NodeMaterialBuildState
  53954. */
  53955. export class NodeMaterialBuildStateSharedData {
  53956. /**
  53957. * Gets the list of emitted varyings
  53958. */
  53959. varyings: string[];
  53960. /**
  53961. * Gets the varying declaration string
  53962. */
  53963. varyingDeclaration: string;
  53964. /**
  53965. * Input blocks
  53966. */
  53967. inputBlocks: InputBlock[];
  53968. /**
  53969. * Input blocks
  53970. */
  53971. textureBlocks: TextureBlock[];
  53972. /**
  53973. * Bindable blocks (Blocks that need to set data to the effect)
  53974. */
  53975. bindableBlocks: NodeMaterialBlock[];
  53976. /**
  53977. * List of blocks that can provide a compilation fallback
  53978. */
  53979. blocksWithFallbacks: NodeMaterialBlock[];
  53980. /**
  53981. * List of blocks that can provide a define update
  53982. */
  53983. blocksWithDefines: NodeMaterialBlock[];
  53984. /**
  53985. * List of blocks that can provide a repeatable content
  53986. */
  53987. repeatableContentBlocks: NodeMaterialBlock[];
  53988. /**
  53989. * List of blocks that can provide a dynamic list of uniforms
  53990. */
  53991. dynamicUniformBlocks: NodeMaterialBlock[];
  53992. /**
  53993. * List of blocks that can block the isReady function for the material
  53994. */
  53995. blockingBlocks: NodeMaterialBlock[];
  53996. /**
  53997. * Build Id used to avoid multiple recompilations
  53998. */
  53999. buildId: number;
  54000. /** List of emitted variables */
  54001. variableNames: {
  54002. [key: string]: number;
  54003. };
  54004. /** List of emitted defines */
  54005. defineNames: {
  54006. [key: string]: number;
  54007. };
  54008. /** Should emit comments? */
  54009. emitComments: boolean;
  54010. /** Emit build activity */
  54011. verbose: boolean;
  54012. /**
  54013. * Gets the compilation hints emitted at compilation time
  54014. */
  54015. hints: {
  54016. needWorldViewMatrix: boolean;
  54017. needWorldViewProjectionMatrix: boolean;
  54018. needAlphaBlending: boolean;
  54019. needAlphaTesting: boolean;
  54020. };
  54021. /**
  54022. * List of compilation checks
  54023. */
  54024. checks: {
  54025. emitVertex: boolean;
  54026. emitFragment: boolean;
  54027. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54028. };
  54029. /** Creates a new shared data */
  54030. constructor();
  54031. /**
  54032. * Emits console errors and exceptions if there is a failing check
  54033. */
  54034. emitErrors(): void;
  54035. }
  54036. }
  54037. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54038. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54039. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54040. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54041. /**
  54042. * Class used to store node based material build state
  54043. */
  54044. export class NodeMaterialBuildState {
  54045. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54046. supportUniformBuffers: boolean;
  54047. /**
  54048. * Gets the list of emitted attributes
  54049. */
  54050. attributes: string[];
  54051. /**
  54052. * Gets the list of emitted uniforms
  54053. */
  54054. uniforms: string[];
  54055. /**
  54056. * Gets the list of emitted uniform buffers
  54057. */
  54058. uniformBuffers: string[];
  54059. /**
  54060. * Gets the list of emitted samplers
  54061. */
  54062. samplers: string[];
  54063. /**
  54064. * Gets the list of emitted functions
  54065. */
  54066. functions: {
  54067. [key: string]: string;
  54068. };
  54069. /**
  54070. * Gets the target of the compilation state
  54071. */
  54072. target: NodeMaterialBlockTargets;
  54073. /**
  54074. * Gets the list of emitted counters
  54075. */
  54076. counters: {
  54077. [key: string]: number;
  54078. };
  54079. /**
  54080. * Shared data between multiple NodeMaterialBuildState instances
  54081. */
  54082. sharedData: NodeMaterialBuildStateSharedData;
  54083. /** @hidden */
  54084. _vertexState: NodeMaterialBuildState;
  54085. /** @hidden */
  54086. _attributeDeclaration: string;
  54087. /** @hidden */
  54088. _uniformDeclaration: string;
  54089. /** @hidden */
  54090. _samplerDeclaration: string;
  54091. /** @hidden */
  54092. _varyingTransfer: string;
  54093. private _repeatableContentAnchorIndex;
  54094. /** @hidden */
  54095. _builtCompilationString: string;
  54096. /**
  54097. * Gets the emitted compilation strings
  54098. */
  54099. compilationString: string;
  54100. /**
  54101. * Finalize the compilation strings
  54102. * @param state defines the current compilation state
  54103. */
  54104. finalize(state: NodeMaterialBuildState): void;
  54105. /** @hidden */
  54106. readonly _repeatableContentAnchor: string;
  54107. /** @hidden */
  54108. _getFreeVariableName(prefix: string): string;
  54109. /** @hidden */
  54110. _getFreeDefineName(prefix: string): string;
  54111. /** @hidden */
  54112. _excludeVariableName(name: string): void;
  54113. /** @hidden */
  54114. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54115. /** @hidden */
  54116. _emitFunction(name: string, code: string, comments: string): void;
  54117. /** @hidden */
  54118. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54119. replaceStrings?: {
  54120. search: RegExp;
  54121. replace: string;
  54122. }[];
  54123. repeatKey?: string;
  54124. }): string;
  54125. /** @hidden */
  54126. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54127. repeatKey?: string;
  54128. removeAttributes?: boolean;
  54129. removeUniforms?: boolean;
  54130. removeVaryings?: boolean;
  54131. removeIfDef?: boolean;
  54132. replaceStrings?: {
  54133. search: RegExp;
  54134. replace: string;
  54135. }[];
  54136. }, storeKey?: string): void;
  54137. /** @hidden */
  54138. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54139. /** @hidden */
  54140. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54141. }
  54142. }
  54143. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54144. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54145. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54146. import { Nullable } from "babylonjs/types";
  54147. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54148. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54149. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54150. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54151. import { Mesh } from "babylonjs/Meshes/mesh";
  54152. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54153. import { Scene } from "babylonjs/scene";
  54154. /**
  54155. * Defines a block that can be used inside a node based material
  54156. */
  54157. export class NodeMaterialBlock {
  54158. private _buildId;
  54159. private _buildTarget;
  54160. private _target;
  54161. private _isFinalMerger;
  54162. private _isInput;
  54163. /** @hidden */
  54164. _inputs: NodeMaterialConnectionPoint[];
  54165. /** @hidden */
  54166. _outputs: NodeMaterialConnectionPoint[];
  54167. /**
  54168. * Gets or sets the name of the block
  54169. */
  54170. name: string;
  54171. /**
  54172. * Gets or sets the unique id of the node
  54173. */
  54174. uniqueId: number;
  54175. /**
  54176. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54177. */
  54178. readonly isFinalMerger: boolean;
  54179. /**
  54180. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54181. */
  54182. readonly isInput: boolean;
  54183. /**
  54184. * Gets or sets the build Id
  54185. */
  54186. buildId: number;
  54187. /**
  54188. * Gets or sets the target of the block
  54189. */
  54190. target: NodeMaterialBlockTargets;
  54191. /**
  54192. * Gets the list of input points
  54193. */
  54194. readonly inputs: NodeMaterialConnectionPoint[];
  54195. /** Gets the list of output points */
  54196. readonly outputs: NodeMaterialConnectionPoint[];
  54197. /**
  54198. * Find an input by its name
  54199. * @param name defines the name of the input to look for
  54200. * @returns the input or null if not found
  54201. */
  54202. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54203. /**
  54204. * Find an output by its name
  54205. * @param name defines the name of the outputto look for
  54206. * @returns the output or null if not found
  54207. */
  54208. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54209. /**
  54210. * Creates a new NodeMaterialBlock
  54211. * @param name defines the block name
  54212. * @param target defines the target of that block (Vertex by default)
  54213. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54214. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54215. */
  54216. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54217. /**
  54218. * Initialize the block and prepare the context for build
  54219. * @param state defines the state that will be used for the build
  54220. */
  54221. initialize(state: NodeMaterialBuildState): void;
  54222. /**
  54223. * Bind data to effect. Will only be called for blocks with isBindable === true
  54224. * @param effect defines the effect to bind data to
  54225. * @param nodeMaterial defines the hosting NodeMaterial
  54226. * @param mesh defines the mesh that will be rendered
  54227. */
  54228. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54229. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54230. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54231. protected _writeFloat(value: number): string;
  54232. /**
  54233. * Gets the current class name e.g. "NodeMaterialBlock"
  54234. * @returns the class name
  54235. */
  54236. getClassName(): string;
  54237. /**
  54238. * Register a new input. Must be called inside a block constructor
  54239. * @param name defines the connection point name
  54240. * @param type defines the connection point type
  54241. * @param isOptional defines a boolean indicating that this input can be omitted
  54242. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54243. * @returns the current block
  54244. */
  54245. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54246. /**
  54247. * Register a new output. Must be called inside a block constructor
  54248. * @param name defines the connection point name
  54249. * @param type defines the connection point type
  54250. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54251. * @returns the current block
  54252. */
  54253. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54254. /**
  54255. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54256. * @param forOutput defines an optional connection point to check compatibility with
  54257. * @returns the first available input or null
  54258. */
  54259. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54260. /**
  54261. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54262. * @param forBlock defines an optional block to check compatibility with
  54263. * @returns the first available input or null
  54264. */
  54265. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54266. /**
  54267. * Connect current block with another block
  54268. * @param other defines the block to connect with
  54269. * @param options define the various options to help pick the right connections
  54270. * @returns the current block
  54271. */
  54272. connectTo(other: NodeMaterialBlock, options?: {
  54273. input?: string;
  54274. output?: string;
  54275. outputSwizzle?: string;
  54276. }): this | undefined;
  54277. protected _buildBlock(state: NodeMaterialBuildState): void;
  54278. /**
  54279. * Add uniforms, samplers and uniform buffers at compilation time
  54280. * @param state defines the state to update
  54281. * @param nodeMaterial defines the node material requesting the update
  54282. * @param defines defines the material defines to update
  54283. */
  54284. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54285. /**
  54286. * Add potential fallbacks if shader compilation fails
  54287. * @param mesh defines the mesh to be rendered
  54288. * @param fallbacks defines the current prioritized list of fallbacks
  54289. */
  54290. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54291. /**
  54292. * Update defines for shader compilation
  54293. * @param mesh defines the mesh to be rendered
  54294. * @param nodeMaterial defines the node material requesting the update
  54295. * @param defines defines the material defines to update
  54296. * @param useInstances specifies that instances should be used
  54297. */
  54298. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54299. /**
  54300. * Initialize defines for shader compilation
  54301. * @param mesh defines the mesh to be rendered
  54302. * @param nodeMaterial defines the node material requesting the update
  54303. * @param defines defines the material defines to be prepared
  54304. * @param useInstances specifies that instances should be used
  54305. */
  54306. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54307. /**
  54308. * Lets the block try to connect some inputs automatically
  54309. */
  54310. autoConfigure(): void;
  54311. /**
  54312. * Function called when a block is declared as repeatable content generator
  54313. * @param vertexShaderState defines the current compilation state for the vertex shader
  54314. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54315. * @param mesh defines the mesh to be rendered
  54316. * @param defines defines the material defines to update
  54317. */
  54318. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54319. /**
  54320. * Checks if the block is ready
  54321. * @param mesh defines the mesh to be rendered
  54322. * @param nodeMaterial defines the node material requesting the update
  54323. * @param defines defines the material defines to update
  54324. * @param useInstances specifies that instances should be used
  54325. * @returns true if the block is ready
  54326. */
  54327. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54328. private _processBuild;
  54329. /**
  54330. * Compile the current node and generate the shader code
  54331. * @param state defines the current compilation state (uniforms, samplers, current string)
  54332. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54333. * @returns true if already built
  54334. */
  54335. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54336. /**
  54337. * Serializes this block in a JSON representation
  54338. * @returns the serialized block object
  54339. */
  54340. serialize(): any;
  54341. /** @hidden */
  54342. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54343. }
  54344. }
  54345. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54346. /**
  54347. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54348. */
  54349. export enum NodeMaterialBlockConnectionPointMode {
  54350. /** Value is an uniform */
  54351. Uniform = 0,
  54352. /** Value is a mesh attribute */
  54353. Attribute = 1,
  54354. /** Value is a varying between vertex and fragment shaders */
  54355. Varying = 2,
  54356. /** Mode is undefined */
  54357. Undefined = 3
  54358. }
  54359. }
  54360. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54361. /**
  54362. * Enum used to define well known values e.g. values automatically provided by the system
  54363. */
  54364. export enum NodeMaterialWellKnownValues {
  54365. /** World */
  54366. World = 1,
  54367. /** View */
  54368. View = 2,
  54369. /** Projection */
  54370. Projection = 3,
  54371. /** ViewProjection */
  54372. ViewProjection = 4,
  54373. /** WorldView */
  54374. WorldView = 5,
  54375. /** WorldViewProjection */
  54376. WorldViewProjection = 6,
  54377. /** CameraPosition */
  54378. CameraPosition = 7,
  54379. /** Fog Color */
  54380. FogColor = 8
  54381. }
  54382. }
  54383. declare module "babylonjs/Maths/math.vertexFormat" {
  54384. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54385. /**
  54386. * Contains position and normal vectors for a vertex
  54387. */
  54388. export class PositionNormalVertex {
  54389. /** the position of the vertex (defaut: 0,0,0) */
  54390. position: Vector3;
  54391. /** the normal of the vertex (defaut: 0,1,0) */
  54392. normal: Vector3;
  54393. /**
  54394. * Creates a PositionNormalVertex
  54395. * @param position the position of the vertex (defaut: 0,0,0)
  54396. * @param normal the normal of the vertex (defaut: 0,1,0)
  54397. */
  54398. constructor(
  54399. /** the position of the vertex (defaut: 0,0,0) */
  54400. position?: Vector3,
  54401. /** the normal of the vertex (defaut: 0,1,0) */
  54402. normal?: Vector3);
  54403. /**
  54404. * Clones the PositionNormalVertex
  54405. * @returns the cloned PositionNormalVertex
  54406. */
  54407. clone(): PositionNormalVertex;
  54408. }
  54409. /**
  54410. * Contains position, normal and uv vectors for a vertex
  54411. */
  54412. export class PositionNormalTextureVertex {
  54413. /** the position of the vertex (defaut: 0,0,0) */
  54414. position: Vector3;
  54415. /** the normal of the vertex (defaut: 0,1,0) */
  54416. normal: Vector3;
  54417. /** the uv of the vertex (default: 0,0) */
  54418. uv: Vector2;
  54419. /**
  54420. * Creates a PositionNormalTextureVertex
  54421. * @param position the position of the vertex (defaut: 0,0,0)
  54422. * @param normal the normal of the vertex (defaut: 0,1,0)
  54423. * @param uv the uv of the vertex (default: 0,0)
  54424. */
  54425. constructor(
  54426. /** the position of the vertex (defaut: 0,0,0) */
  54427. position?: Vector3,
  54428. /** the normal of the vertex (defaut: 0,1,0) */
  54429. normal?: Vector3,
  54430. /** the uv of the vertex (default: 0,0) */
  54431. uv?: Vector2);
  54432. /**
  54433. * Clones the PositionNormalTextureVertex
  54434. * @returns the cloned PositionNormalTextureVertex
  54435. */
  54436. clone(): PositionNormalTextureVertex;
  54437. }
  54438. }
  54439. declare module "babylonjs/Maths/math" {
  54440. export * from "babylonjs/Maths/math.axis";
  54441. export * from "babylonjs/Maths/math.color";
  54442. export * from "babylonjs/Maths/math.constants";
  54443. export * from "babylonjs/Maths/math.frustum";
  54444. export * from "babylonjs/Maths/math.path";
  54445. export * from "babylonjs/Maths/math.plane";
  54446. export * from "babylonjs/Maths/math.size";
  54447. export * from "babylonjs/Maths/math.vector";
  54448. export * from "babylonjs/Maths/math.vertexFormat";
  54449. export * from "babylonjs/Maths/math.viewport";
  54450. }
  54451. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54452. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54453. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54454. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54455. import { Nullable } from "babylonjs/types";
  54456. import { Effect } from "babylonjs/Materials/effect";
  54457. import { Matrix } from "babylonjs/Maths/math.vector";
  54458. import { Scene } from "babylonjs/scene";
  54459. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54460. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54461. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54462. /**
  54463. * Block used to expose an input value
  54464. */
  54465. export class InputBlock extends NodeMaterialBlock {
  54466. private _mode;
  54467. private _associatedVariableName;
  54468. private _storedValue;
  54469. private _valueCallback;
  54470. private _type;
  54471. /** @hidden */
  54472. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54473. /**
  54474. * Gets or sets the connection point type (default is float)
  54475. */
  54476. readonly type: NodeMaterialBlockConnectionPointTypes;
  54477. /**
  54478. * Creates a new InputBlock
  54479. * @param name defines the block name
  54480. * @param target defines the target of that block (Vertex by default)
  54481. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54482. */
  54483. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54484. /**
  54485. * Gets the output component
  54486. */
  54487. readonly output: NodeMaterialConnectionPoint;
  54488. /**
  54489. * Set the source of this connection point to a vertex attribute
  54490. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54491. * @returns the current connection point
  54492. */
  54493. setAsAttribute(attributeName?: string): InputBlock;
  54494. /**
  54495. * Set the source of this connection point to a well known value
  54496. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54497. * @returns the current connection point
  54498. */
  54499. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54500. /**
  54501. * Gets or sets the value of that point.
  54502. * Please note that this value will be ignored if valueCallback is defined
  54503. */
  54504. value: any;
  54505. /**
  54506. * Gets or sets a callback used to get the value of that point.
  54507. * Please note that setting this value will force the connection point to ignore the value property
  54508. */
  54509. valueCallback: () => any;
  54510. /**
  54511. * Gets or sets the associated variable name in the shader
  54512. */
  54513. associatedVariableName: string;
  54514. /**
  54515. * Gets a boolean indicating that this connection point not defined yet
  54516. */
  54517. readonly isUndefined: boolean;
  54518. /**
  54519. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54520. * In this case the connection point name must be the name of the uniform to use.
  54521. * Can only be set on inputs
  54522. */
  54523. isUniform: boolean;
  54524. /**
  54525. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54526. * In this case the connection point name must be the name of the attribute to use
  54527. * Can only be set on inputs
  54528. */
  54529. isAttribute: boolean;
  54530. /**
  54531. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54532. * Can only be set on exit points
  54533. */
  54534. isVarying: boolean;
  54535. /**
  54536. * Gets a boolean indicating that the current connection point is a well known value
  54537. */
  54538. readonly isWellKnownValue: boolean;
  54539. /**
  54540. * Gets or sets the current well known value or null if not defined as well know value
  54541. */
  54542. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54543. /**
  54544. * Gets the current class name
  54545. * @returns the class name
  54546. */
  54547. getClassName(): string;
  54548. private _emitDefine;
  54549. /**
  54550. * Set the input block to its default value (based on its type)
  54551. */
  54552. setDefaultValue(): void;
  54553. private _emit;
  54554. /** @hidden */
  54555. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54556. /** @hidden */
  54557. _transmit(effect: Effect, scene: Scene): void;
  54558. protected _buildBlock(state: NodeMaterialBuildState): void;
  54559. serialize(): any;
  54560. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54561. }
  54562. }
  54563. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54564. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54565. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54566. import { Nullable } from "babylonjs/types";
  54567. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54568. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54569. /**
  54570. * Defines a connection point for a block
  54571. */
  54572. export class NodeMaterialConnectionPoint {
  54573. /** @hidden */
  54574. _ownerBlock: NodeMaterialBlock;
  54575. /** @hidden */
  54576. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54577. private _endpoints;
  54578. private _associatedVariableName;
  54579. /** @hidden */
  54580. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54581. private _type;
  54582. /** @hidden */
  54583. _enforceAssociatedVariableName: boolean;
  54584. /**
  54585. * Gets or sets the associated variable name in the shader
  54586. */
  54587. associatedVariableName: string;
  54588. /**
  54589. * Gets or sets the connection point type (default is float)
  54590. */
  54591. type: NodeMaterialBlockConnectionPointTypes;
  54592. /**
  54593. * Gets or sets the connection point name
  54594. */
  54595. name: string;
  54596. /**
  54597. * Gets or sets the swizzle to apply to this connection point when reading or writing
  54598. */
  54599. swizzle: string;
  54600. /**
  54601. * Gets or sets a boolean indicating that this connection point can be omitted
  54602. */
  54603. isOptional: boolean;
  54604. /**
  54605. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54606. */
  54607. define: string;
  54608. /** Gets or sets the target of that connection point */
  54609. target: NodeMaterialBlockTargets;
  54610. /**
  54611. * Gets a boolean indicating that the current point is connected
  54612. */
  54613. readonly isConnected: boolean;
  54614. /**
  54615. * Gets a boolean indicating that the current point is connected to an input block
  54616. */
  54617. readonly isConnectedToInput: boolean;
  54618. /**
  54619. * Gets a the connected input block (if any)
  54620. */
  54621. readonly connectInputBlock: Nullable<InputBlock>;
  54622. /** Get the other side of the connection (if any) */
  54623. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54624. /** Get the block that owns this connection point */
  54625. readonly ownerBlock: NodeMaterialBlock;
  54626. /** Get the block connected on the other side of this connection (if any) */
  54627. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54628. /** Get the block connected on the endpoints of this connection (if any) */
  54629. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54630. /** Gets the list of connected endpoints */
  54631. readonly endpoints: NodeMaterialConnectionPoint[];
  54632. /**
  54633. * Creates a new connection point
  54634. * @param name defines the connection point name
  54635. * @param ownerBlock defines the block hosting this connection point
  54636. */
  54637. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54638. /**
  54639. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54640. * @returns the class name
  54641. */
  54642. getClassName(): string;
  54643. /**
  54644. * Gets an boolean indicating if the current point can be connected to another point
  54645. * @param connectionPoint defines the other connection point
  54646. * @returns true if the connection is possible
  54647. */
  54648. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54649. /**
  54650. * Connect this point to another connection point
  54651. * @param connectionPoint defines the other connection point
  54652. * @returns the current connection point
  54653. */
  54654. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54655. /**
  54656. * Disconnect this point from one of his endpoint
  54657. * @param endpoint defines the other connection point
  54658. * @returns the current connection point
  54659. */
  54660. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54661. /**
  54662. * Serializes this point in a JSON representation
  54663. * @returns the serialized point object
  54664. */
  54665. serialize(): any;
  54666. private static _GetTypeLength;
  54667. }
  54668. }
  54669. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54670. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54671. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54672. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54673. import { Mesh } from "babylonjs/Meshes/mesh";
  54674. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54675. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54676. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54677. /**
  54678. * Block used to add support for vertex skinning (bones)
  54679. */
  54680. export class BonesBlock extends NodeMaterialBlock {
  54681. /**
  54682. * Creates a new BonesBlock
  54683. * @param name defines the block name
  54684. */
  54685. constructor(name: string);
  54686. /**
  54687. * Initialize the block and prepare the context for build
  54688. * @param state defines the state that will be used for the build
  54689. */
  54690. initialize(state: NodeMaterialBuildState): void;
  54691. /**
  54692. * Gets the current class name
  54693. * @returns the class name
  54694. */
  54695. getClassName(): string;
  54696. /**
  54697. * Gets the matrix indices input component
  54698. */
  54699. readonly matricesIndices: NodeMaterialConnectionPoint;
  54700. /**
  54701. * Gets the matrix weights input component
  54702. */
  54703. readonly matricesWeights: NodeMaterialConnectionPoint;
  54704. /**
  54705. * Gets the extra matrix indices input component
  54706. */
  54707. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54708. /**
  54709. * Gets the extra matrix weights input component
  54710. */
  54711. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54712. /**
  54713. * Gets the world input component
  54714. */
  54715. readonly world: NodeMaterialConnectionPoint;
  54716. /**
  54717. * Gets the output component
  54718. */
  54719. readonly output: NodeMaterialConnectionPoint;
  54720. autoConfigure(): void;
  54721. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54722. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54723. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54724. protected _buildBlock(state: NodeMaterialBuildState): this;
  54725. }
  54726. }
  54727. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54728. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54729. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54730. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54732. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54733. /**
  54734. * Block used to add support for instances
  54735. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54736. */
  54737. export class InstancesBlock extends NodeMaterialBlock {
  54738. /**
  54739. * Creates a new InstancesBlock
  54740. * @param name defines the block name
  54741. */
  54742. constructor(name: string);
  54743. /**
  54744. * Gets the current class name
  54745. * @returns the class name
  54746. */
  54747. getClassName(): string;
  54748. /**
  54749. * Gets the first world row input component
  54750. */
  54751. readonly world0: NodeMaterialConnectionPoint;
  54752. /**
  54753. * Gets the second world row input component
  54754. */
  54755. readonly world1: NodeMaterialConnectionPoint;
  54756. /**
  54757. * Gets the third world row input component
  54758. */
  54759. readonly world2: NodeMaterialConnectionPoint;
  54760. /**
  54761. * Gets the forth world row input component
  54762. */
  54763. readonly world3: NodeMaterialConnectionPoint;
  54764. /**
  54765. * Gets the world input component
  54766. */
  54767. readonly world: NodeMaterialConnectionPoint;
  54768. /**
  54769. * Gets the output component
  54770. */
  54771. readonly output: NodeMaterialConnectionPoint;
  54772. autoConfigure(): void;
  54773. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54774. protected _buildBlock(state: NodeMaterialBuildState): this;
  54775. }
  54776. }
  54777. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54778. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54779. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54780. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54782. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54783. import { Effect } from "babylonjs/Materials/effect";
  54784. import { Mesh } from "babylonjs/Meshes/mesh";
  54785. /**
  54786. * Block used to add morph targets support to vertex shader
  54787. */
  54788. export class MorphTargetsBlock extends NodeMaterialBlock {
  54789. private _repeatableContentAnchor;
  54790. private _repeatebleContentGenerated;
  54791. /**
  54792. * Create a new MorphTargetsBlock
  54793. * @param name defines the block name
  54794. */
  54795. constructor(name: string);
  54796. /**
  54797. * Gets the current class name
  54798. * @returns the class name
  54799. */
  54800. getClassName(): string;
  54801. /**
  54802. * Gets the position input component
  54803. */
  54804. readonly position: NodeMaterialConnectionPoint;
  54805. /**
  54806. * Gets the normal input component
  54807. */
  54808. readonly normal: NodeMaterialConnectionPoint;
  54809. /**
  54810. * Gets the tangent input component
  54811. */
  54812. readonly tangent: NodeMaterialConnectionPoint;
  54813. /**
  54814. * Gets the tangent input component
  54815. */
  54816. readonly uv: NodeMaterialConnectionPoint;
  54817. /**
  54818. * Gets the position output component
  54819. */
  54820. readonly positionOutput: NodeMaterialConnectionPoint;
  54821. /**
  54822. * Gets the normal output component
  54823. */
  54824. readonly normalOutput: NodeMaterialConnectionPoint;
  54825. /**
  54826. * Gets the tangent output component
  54827. */
  54828. readonly tangentOutput: NodeMaterialConnectionPoint;
  54829. /**
  54830. * Gets the tangent output component
  54831. */
  54832. readonly uvOutput: NodeMaterialConnectionPoint;
  54833. initialize(state: NodeMaterialBuildState): void;
  54834. autoConfigure(): void;
  54835. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54836. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54837. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54838. protected _buildBlock(state: NodeMaterialBuildState): this;
  54839. }
  54840. }
  54841. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54842. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54843. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54844. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54845. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54846. }
  54847. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54848. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54849. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54850. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54851. /**
  54852. * Block used to add an alpha test in the fragment shader
  54853. */
  54854. export class AlphaTestBlock extends NodeMaterialBlock {
  54855. /**
  54856. * Gets or sets the alpha value where alpha testing happens
  54857. */
  54858. alphaCutOff: number;
  54859. /**
  54860. * Create a new AlphaTestBlock
  54861. * @param name defines the block name
  54862. */
  54863. constructor(name: string);
  54864. /**
  54865. * Gets the current class name
  54866. * @returns the class name
  54867. */
  54868. getClassName(): string;
  54869. /**
  54870. * Gets the color input component
  54871. */
  54872. readonly color: NodeMaterialConnectionPoint;
  54873. protected _buildBlock(state: NodeMaterialBuildState): this;
  54874. }
  54875. }
  54876. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
  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. /**
  54881. * Block used to create a Color4 out of 4 inputs (one for each component)
  54882. */
  54883. export class RGBAMergerBlock extends NodeMaterialBlock {
  54884. /**
  54885. * Create a new RGBAMergerBlock
  54886. * @param name defines the block name
  54887. */
  54888. constructor(name: string);
  54889. /**
  54890. * Gets the current class name
  54891. * @returns the class name
  54892. */
  54893. getClassName(): string;
  54894. /**
  54895. * Gets the R input component
  54896. */
  54897. readonly r: NodeMaterialConnectionPoint;
  54898. /**
  54899. * Gets the G input component
  54900. */
  54901. readonly g: NodeMaterialConnectionPoint;
  54902. /**
  54903. * Gets the B input component
  54904. */
  54905. readonly b: NodeMaterialConnectionPoint;
  54906. /**
  54907. * Gets the RGB input component
  54908. */
  54909. readonly rgb: NodeMaterialConnectionPoint;
  54910. /**
  54911. * Gets the R input component
  54912. */
  54913. readonly a: NodeMaterialConnectionPoint;
  54914. /**
  54915. * Gets the output component
  54916. */
  54917. readonly output: NodeMaterialConnectionPoint;
  54918. protected _buildBlock(state: NodeMaterialBuildState): this;
  54919. }
  54920. }
  54921. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
  54922. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54923. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54924. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54925. /**
  54926. * Block used to create a Color3 out of 3 inputs (one for each component)
  54927. */
  54928. export class RGBMergerBlock extends NodeMaterialBlock {
  54929. /**
  54930. * Create a new RGBMergerBlock
  54931. * @param name defines the block name
  54932. */
  54933. constructor(name: string);
  54934. /**
  54935. * Gets the current class name
  54936. * @returns the class name
  54937. */
  54938. getClassName(): string;
  54939. /**
  54940. * Gets the R component input
  54941. */
  54942. readonly r: NodeMaterialConnectionPoint;
  54943. /**
  54944. * Gets the G component input
  54945. */
  54946. readonly g: NodeMaterialConnectionPoint;
  54947. /**
  54948. * Gets the B component input
  54949. */
  54950. readonly b: NodeMaterialConnectionPoint;
  54951. /**
  54952. * Gets the output component
  54953. */
  54954. readonly output: NodeMaterialConnectionPoint;
  54955. protected _buildBlock(state: NodeMaterialBuildState): this;
  54956. }
  54957. }
  54958. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
  54959. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54960. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54961. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54962. /**
  54963. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  54964. */
  54965. export class RGBASplitterBlock extends NodeMaterialBlock {
  54966. /**
  54967. * Create a new RGBASplitterBlock
  54968. * @param name defines the block name
  54969. */
  54970. constructor(name: string);
  54971. /**
  54972. * Gets the current class name
  54973. * @returns the class name
  54974. */
  54975. getClassName(): string;
  54976. /**
  54977. * Gets the input component
  54978. */
  54979. readonly input: NodeMaterialConnectionPoint;
  54980. protected _buildBlock(state: NodeMaterialBuildState): this;
  54981. }
  54982. }
  54983. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
  54984. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54985. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54986. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54987. /**
  54988. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  54989. */
  54990. export class RGBSplitterBlock extends NodeMaterialBlock {
  54991. /**
  54992. * Create a new RGBSplitterBlock
  54993. * @param name defines the block name
  54994. */
  54995. constructor(name: string);
  54996. /**
  54997. * Gets the current class name
  54998. * @returns the class name
  54999. */
  55000. getClassName(): string;
  55001. /**
  55002. * Gets the input component
  55003. */
  55004. readonly input: NodeMaterialConnectionPoint;
  55005. protected _buildBlock(state: NodeMaterialBuildState): this;
  55006. }
  55007. }
  55008. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55009. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55010. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55011. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55012. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55013. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55014. import { Effect } from "babylonjs/Materials/effect";
  55015. import { Mesh } from "babylonjs/Meshes/mesh";
  55016. /**
  55017. * Block used to add image processing support to fragment shader
  55018. */
  55019. export class ImageProcessingBlock extends NodeMaterialBlock {
  55020. /**
  55021. * Create a new ImageProcessingBlock
  55022. * @param name defines the block name
  55023. */
  55024. constructor(name: string);
  55025. /**
  55026. * Gets the current class name
  55027. * @returns the class name
  55028. */
  55029. getClassName(): string;
  55030. /**
  55031. * Gets the color input component
  55032. */
  55033. readonly color: NodeMaterialConnectionPoint;
  55034. /**
  55035. * Gets the output component
  55036. */
  55037. readonly output: NodeMaterialConnectionPoint;
  55038. /**
  55039. * Initialize the block and prepare the context for build
  55040. * @param state defines the state that will be used for the build
  55041. */
  55042. initialize(state: NodeMaterialBuildState): void;
  55043. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55044. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55045. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55046. protected _buildBlock(state: NodeMaterialBuildState): this;
  55047. }
  55048. }
  55049. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55050. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55051. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55052. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock";
  55053. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock";
  55054. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock";
  55055. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock";
  55056. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55057. }
  55058. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55059. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55060. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55061. import { Mesh } from "babylonjs/Meshes/mesh";
  55062. import { Effect } from "babylonjs/Materials/effect";
  55063. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55065. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55066. /**
  55067. * Block used to add support for scene fog
  55068. */
  55069. export class FogBlock extends NodeMaterialBlock {
  55070. private _fogDistanceName;
  55071. private _fogParameters;
  55072. /**
  55073. * Create a new FogBlock
  55074. * @param name defines the block name
  55075. */
  55076. constructor(name: string);
  55077. /**
  55078. * Gets the current class name
  55079. * @returns the class name
  55080. */
  55081. getClassName(): string;
  55082. /**
  55083. * Gets the world position input component
  55084. */
  55085. readonly worldPosition: NodeMaterialConnectionPoint;
  55086. /**
  55087. * Gets the view input component
  55088. */
  55089. readonly view: NodeMaterialConnectionPoint;
  55090. /**
  55091. * Gets the color input component
  55092. */
  55093. readonly color: NodeMaterialConnectionPoint;
  55094. /**
  55095. * Gets the fog color input component
  55096. */
  55097. readonly fogColor: NodeMaterialConnectionPoint;
  55098. /**
  55099. * Gets the output component
  55100. */
  55101. readonly output: NodeMaterialConnectionPoint;
  55102. autoConfigure(): void;
  55103. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55104. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55105. protected _buildBlock(state: NodeMaterialBuildState): this;
  55106. }
  55107. }
  55108. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55109. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55110. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55111. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55112. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55113. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55114. import { Effect } from "babylonjs/Materials/effect";
  55115. import { Mesh } from "babylonjs/Meshes/mesh";
  55116. import { Light } from "babylonjs/Lights/light";
  55117. import { Nullable } from "babylonjs/types";
  55118. import { Scene } from "babylonjs/scene";
  55119. /**
  55120. * Block used to add light in the fragment shader
  55121. */
  55122. export class LightBlock extends NodeMaterialBlock {
  55123. private _lightId;
  55124. /**
  55125. * Gets or sets the light associated with this block
  55126. */
  55127. light: Nullable<Light>;
  55128. /**
  55129. * Create a new LightBlock
  55130. * @param name defines the block name
  55131. */
  55132. constructor(name: string);
  55133. /**
  55134. * Gets the current class name
  55135. * @returns the class name
  55136. */
  55137. getClassName(): string;
  55138. /**
  55139. * Gets the world position input component
  55140. */
  55141. readonly worldPosition: NodeMaterialConnectionPoint;
  55142. /**
  55143. * Gets the world normal input component
  55144. */
  55145. readonly worldNormal: NodeMaterialConnectionPoint;
  55146. /**
  55147. * Gets the camera (or eye) position component
  55148. */
  55149. readonly cameraPosition: NodeMaterialConnectionPoint;
  55150. /**
  55151. * Gets the diffuse output component
  55152. */
  55153. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55154. /**
  55155. * Gets the specular output component
  55156. */
  55157. readonly specularOutput: NodeMaterialConnectionPoint;
  55158. autoConfigure(): void;
  55159. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55160. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55161. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55162. private _injectVertexCode;
  55163. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55164. serialize(): any;
  55165. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55166. }
  55167. }
  55168. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55169. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55170. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55171. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55172. }
  55173. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55174. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55175. }
  55176. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55177. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55178. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55179. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55180. /**
  55181. * Block used to multiply 2 values
  55182. */
  55183. export class MultiplyBlock extends NodeMaterialBlock {
  55184. /**
  55185. * Creates a new MultiplyBlock
  55186. * @param name defines the block name
  55187. */
  55188. constructor(name: string);
  55189. /**
  55190. * Gets the current class name
  55191. * @returns the class name
  55192. */
  55193. getClassName(): string;
  55194. /**
  55195. * Gets the left operand input component
  55196. */
  55197. readonly left: NodeMaterialConnectionPoint;
  55198. /**
  55199. * Gets the right operand input component
  55200. */
  55201. readonly right: NodeMaterialConnectionPoint;
  55202. /**
  55203. * Gets the output component
  55204. */
  55205. readonly output: NodeMaterialConnectionPoint;
  55206. protected _buildBlock(state: NodeMaterialBuildState): this;
  55207. }
  55208. }
  55209. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55210. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55211. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55212. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55213. /**
  55214. * Block used to add 2 vectors
  55215. */
  55216. export class AddBlock extends NodeMaterialBlock {
  55217. /**
  55218. * Creates a new AddBlock
  55219. * @param name defines the block name
  55220. */
  55221. constructor(name: string);
  55222. /**
  55223. * Gets the current class name
  55224. * @returns the class name
  55225. */
  55226. getClassName(): string;
  55227. /**
  55228. * Gets the left operand input component
  55229. */
  55230. readonly left: NodeMaterialConnectionPoint;
  55231. /**
  55232. * Gets the right operand input component
  55233. */
  55234. readonly right: NodeMaterialConnectionPoint;
  55235. /**
  55236. * Gets the output component
  55237. */
  55238. readonly output: NodeMaterialConnectionPoint;
  55239. protected _buildBlock(state: NodeMaterialBuildState): this;
  55240. }
  55241. }
  55242. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55243. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55244. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55245. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55246. /**
  55247. * Block used to clamp a float
  55248. */
  55249. export class ClampBlock extends NodeMaterialBlock {
  55250. /** Gets or sets the minimum range */
  55251. minimum: number;
  55252. /** Gets or sets the maximum range */
  55253. maximum: number;
  55254. /**
  55255. * Creates a new ClampBlock
  55256. * @param name defines the block name
  55257. */
  55258. constructor(name: string);
  55259. /**
  55260. * Gets the current class name
  55261. * @returns the class name
  55262. */
  55263. getClassName(): string;
  55264. /**
  55265. * Gets the value input component
  55266. */
  55267. readonly value: NodeMaterialConnectionPoint;
  55268. /**
  55269. * Gets the output component
  55270. */
  55271. readonly output: NodeMaterialConnectionPoint;
  55272. protected _buildBlock(state: NodeMaterialBuildState): this;
  55273. }
  55274. }
  55275. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  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. /**
  55280. * Block used to apply a cross product between 2 vectors
  55281. */
  55282. export class CrossBlock extends NodeMaterialBlock {
  55283. /**
  55284. * Creates a new CrossBlock
  55285. * @param name defines the block name
  55286. */
  55287. constructor(name: string);
  55288. /**
  55289. * Gets the current class name
  55290. * @returns the class name
  55291. */
  55292. getClassName(): string;
  55293. /**
  55294. * Gets the left operand input component
  55295. */
  55296. readonly left: NodeMaterialConnectionPoint;
  55297. /**
  55298. * Gets the right operand input component
  55299. */
  55300. readonly right: NodeMaterialConnectionPoint;
  55301. /**
  55302. * Gets the output component
  55303. */
  55304. readonly output: NodeMaterialConnectionPoint;
  55305. protected _buildBlock(state: NodeMaterialBuildState): this;
  55306. }
  55307. }
  55308. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55309. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55310. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55311. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55312. /**
  55313. * Block used to apply a dot product between 2 vectors
  55314. */
  55315. export class DotBlock extends NodeMaterialBlock {
  55316. /**
  55317. * Creates a new DotBlock
  55318. * @param name defines the block name
  55319. */
  55320. constructor(name: string);
  55321. /**
  55322. * Gets the current class name
  55323. * @returns the class name
  55324. */
  55325. getClassName(): string;
  55326. /**
  55327. * Gets the left operand input component
  55328. */
  55329. readonly left: NodeMaterialConnectionPoint;
  55330. /**
  55331. * Gets the right operand input component
  55332. */
  55333. readonly right: NodeMaterialConnectionPoint;
  55334. /**
  55335. * Gets the output component
  55336. */
  55337. readonly output: NodeMaterialConnectionPoint;
  55338. protected _buildBlock(state: NodeMaterialBuildState): this;
  55339. }
  55340. }
  55341. declare module "babylonjs/Materials/Node/Blocks/index" {
  55342. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55343. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55344. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55345. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55346. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55347. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55348. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55349. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55350. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55351. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55352. }
  55353. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55354. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55355. }
  55356. declare module "babylonjs/Materials/Node/index" {
  55357. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55358. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55359. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55360. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55361. export * from "babylonjs/Materials/Node/nodeMaterial";
  55362. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55363. export * from "babylonjs/Materials/Node/Blocks/index";
  55364. export * from "babylonjs/Materials/Node/Optimizers/index";
  55365. }
  55366. declare module "babylonjs/Materials/effectRenderer" {
  55367. import { Nullable } from "babylonjs/types";
  55368. import { Texture } from "babylonjs/Materials/Textures/texture";
  55369. import { Engine } from "babylonjs/Engines/engine";
  55370. import { Viewport } from "babylonjs/Maths/math.viewport";
  55371. import { Observable } from "babylonjs/Misc/observable";
  55372. import { Effect } from "babylonjs/Materials/effect";
  55373. import "babylonjs/Shaders/postprocess.vertex";
  55374. /**
  55375. * Effect Render Options
  55376. */
  55377. export interface IEffectRendererOptions {
  55378. /**
  55379. * Defines the vertices positions.
  55380. */
  55381. positions?: number[];
  55382. /**
  55383. * Defines the indices.
  55384. */
  55385. indices?: number[];
  55386. }
  55387. /**
  55388. * Helper class to render one or more effects
  55389. */
  55390. export class EffectRenderer {
  55391. private engine;
  55392. private static _DefaultOptions;
  55393. private _vertexBuffers;
  55394. private _indexBuffer;
  55395. private _ringBufferIndex;
  55396. private _ringScreenBuffer;
  55397. private _fullscreenViewport;
  55398. private _getNextFrameBuffer;
  55399. /**
  55400. * Creates an effect renderer
  55401. * @param engine the engine to use for rendering
  55402. * @param options defines the options of the effect renderer
  55403. */
  55404. constructor(engine: Engine, options?: IEffectRendererOptions);
  55405. /**
  55406. * Sets the current viewport in normalized coordinates 0-1
  55407. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55408. */
  55409. setViewport(viewport?: Viewport): void;
  55410. /**
  55411. * Sets the current effect wrapper to use during draw.
  55412. * The effect needs to be ready before calling this api.
  55413. * This also sets the default full screen position attribute.
  55414. * @param effectWrapper Defines the effect to draw with
  55415. */
  55416. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55417. /**
  55418. * Draws a full screen quad.
  55419. */
  55420. draw(): void;
  55421. /**
  55422. * renders one or more effects to a specified texture
  55423. * @param effectWrappers list of effects to renderer
  55424. * @param outputTexture texture to draw to, if null it will render to the screen
  55425. */
  55426. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55427. /**
  55428. * Disposes of the effect renderer
  55429. */
  55430. dispose(): void;
  55431. }
  55432. /**
  55433. * Options to create an EffectWrapper
  55434. */
  55435. interface EffectWrapperCreationOptions {
  55436. /**
  55437. * Engine to use to create the effect
  55438. */
  55439. engine: Engine;
  55440. /**
  55441. * Fragment shader for the effect
  55442. */
  55443. fragmentShader: string;
  55444. /**
  55445. * Vertex shader for the effect
  55446. */
  55447. vertexShader: string;
  55448. /**
  55449. * Attributes to use in the shader
  55450. */
  55451. attributeNames?: Array<string>;
  55452. /**
  55453. * Uniforms to use in the shader
  55454. */
  55455. uniformNames?: Array<string>;
  55456. /**
  55457. * Texture sampler names to use in the shader
  55458. */
  55459. samplerNames?: Array<string>;
  55460. /**
  55461. * The friendly name of the effect displayed in Spector.
  55462. */
  55463. name?: string;
  55464. }
  55465. /**
  55466. * Wraps an effect to be used for rendering
  55467. */
  55468. export class EffectWrapper {
  55469. /**
  55470. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55471. */
  55472. onApplyObservable: Observable<{}>;
  55473. /**
  55474. * The underlying effect
  55475. */
  55476. effect: Effect;
  55477. /**
  55478. * Creates an effect to be renderer
  55479. * @param creationOptions options to create the effect
  55480. */
  55481. constructor(creationOptions: EffectWrapperCreationOptions);
  55482. /**
  55483. * Disposes of the effect wrapper
  55484. */
  55485. dispose(): void;
  55486. }
  55487. }
  55488. declare module "babylonjs/Materials/index" {
  55489. export * from "babylonjs/Materials/Background/index";
  55490. export * from "babylonjs/Materials/colorCurves";
  55491. export * from "babylonjs/Materials/effect";
  55492. export * from "babylonjs/Materials/fresnelParameters";
  55493. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55494. export * from "babylonjs/Materials/material";
  55495. export * from "babylonjs/Materials/materialDefines";
  55496. export * from "babylonjs/Materials/materialHelper";
  55497. export * from "babylonjs/Materials/multiMaterial";
  55498. export * from "babylonjs/Materials/PBR/index";
  55499. export * from "babylonjs/Materials/pushMaterial";
  55500. export * from "babylonjs/Materials/shaderMaterial";
  55501. export * from "babylonjs/Materials/standardMaterial";
  55502. export * from "babylonjs/Materials/Textures/index";
  55503. export * from "babylonjs/Materials/uniformBuffer";
  55504. export * from "babylonjs/Materials/materialFlags";
  55505. export * from "babylonjs/Materials/Node/index";
  55506. export * from "babylonjs/Materials/effectRenderer";
  55507. }
  55508. declare module "babylonjs/Maths/index" {
  55509. export * from "babylonjs/Maths/math.scalar";
  55510. export * from "babylonjs/Maths/math";
  55511. export * from "babylonjs/Maths/sphericalPolynomial";
  55512. }
  55513. declare module "babylonjs/Misc/workerPool" {
  55514. import { IDisposable } from "babylonjs/scene";
  55515. /**
  55516. * Helper class to push actions to a pool of workers.
  55517. */
  55518. export class WorkerPool implements IDisposable {
  55519. private _workerInfos;
  55520. private _pendingActions;
  55521. /**
  55522. * Constructor
  55523. * @param workers Array of workers to use for actions
  55524. */
  55525. constructor(workers: Array<Worker>);
  55526. /**
  55527. * Terminates all workers and clears any pending actions.
  55528. */
  55529. dispose(): void;
  55530. /**
  55531. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55532. * pended until a worker has completed its action.
  55533. * @param action The action to perform. Call onComplete when the action is complete.
  55534. */
  55535. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55536. private _execute;
  55537. }
  55538. }
  55539. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55540. import { IDisposable } from "babylonjs/scene";
  55541. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55542. /**
  55543. * Configuration for Draco compression
  55544. */
  55545. export interface IDracoCompressionConfiguration {
  55546. /**
  55547. * Configuration for the decoder.
  55548. */
  55549. decoder: {
  55550. /**
  55551. * The url to the WebAssembly module.
  55552. */
  55553. wasmUrl?: string;
  55554. /**
  55555. * The url to the WebAssembly binary.
  55556. */
  55557. wasmBinaryUrl?: string;
  55558. /**
  55559. * The url to the fallback JavaScript module.
  55560. */
  55561. fallbackUrl?: string;
  55562. };
  55563. }
  55564. /**
  55565. * Draco compression (https://google.github.io/draco/)
  55566. *
  55567. * This class wraps the Draco module.
  55568. *
  55569. * **Encoder**
  55570. *
  55571. * The encoder is not currently implemented.
  55572. *
  55573. * **Decoder**
  55574. *
  55575. * 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.
  55576. *
  55577. * To update the configuration, use the following code:
  55578. * ```javascript
  55579. * DracoCompression.Configuration = {
  55580. * decoder: {
  55581. * wasmUrl: "<url to the WebAssembly library>",
  55582. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55583. * fallbackUrl: "<url to the fallback JavaScript library>",
  55584. * }
  55585. * };
  55586. * ```
  55587. *
  55588. * 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.
  55589. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55590. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55591. *
  55592. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55593. * ```javascript
  55594. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55595. * ```
  55596. *
  55597. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55598. */
  55599. export class DracoCompression implements IDisposable {
  55600. private _workerPoolPromise?;
  55601. private _decoderModulePromise?;
  55602. /**
  55603. * The configuration. Defaults to the following urls:
  55604. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55605. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55606. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55607. */
  55608. static Configuration: IDracoCompressionConfiguration;
  55609. /**
  55610. * Returns true if the decoder configuration is available.
  55611. */
  55612. static readonly DecoderAvailable: boolean;
  55613. /**
  55614. * Default number of workers to create when creating the draco compression object.
  55615. */
  55616. static DefaultNumWorkers: number;
  55617. private static GetDefaultNumWorkers;
  55618. private static _Default;
  55619. /**
  55620. * Default instance for the draco compression object.
  55621. */
  55622. static readonly Default: DracoCompression;
  55623. /**
  55624. * Constructor
  55625. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55626. */
  55627. constructor(numWorkers?: number);
  55628. /**
  55629. * Stop all async operations and release resources.
  55630. */
  55631. dispose(): void;
  55632. /**
  55633. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55634. * @returns a promise that resolves when ready
  55635. */
  55636. whenReadyAsync(): Promise<void>;
  55637. /**
  55638. * Decode Draco compressed mesh data to vertex data.
  55639. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55640. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55641. * @returns A promise that resolves with the decoded vertex data
  55642. */
  55643. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55644. [kind: string]: number;
  55645. }): Promise<VertexData>;
  55646. }
  55647. }
  55648. declare module "babylonjs/Meshes/Compression/index" {
  55649. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55650. }
  55651. declare module "babylonjs/Meshes/csg" {
  55652. import { Nullable } from "babylonjs/types";
  55653. import { Scene } from "babylonjs/scene";
  55654. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55655. import { Mesh } from "babylonjs/Meshes/mesh";
  55656. import { Material } from "babylonjs/Materials/material";
  55657. /**
  55658. * Class for building Constructive Solid Geometry
  55659. */
  55660. export class CSG {
  55661. private polygons;
  55662. /**
  55663. * The world matrix
  55664. */
  55665. matrix: Matrix;
  55666. /**
  55667. * Stores the position
  55668. */
  55669. position: Vector3;
  55670. /**
  55671. * Stores the rotation
  55672. */
  55673. rotation: Vector3;
  55674. /**
  55675. * Stores the rotation quaternion
  55676. */
  55677. rotationQuaternion: Nullable<Quaternion>;
  55678. /**
  55679. * Stores the scaling vector
  55680. */
  55681. scaling: Vector3;
  55682. /**
  55683. * Convert the Mesh to CSG
  55684. * @param mesh The Mesh to convert to CSG
  55685. * @returns A new CSG from the Mesh
  55686. */
  55687. static FromMesh(mesh: Mesh): CSG;
  55688. /**
  55689. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55690. * @param polygons Polygons used to construct a CSG solid
  55691. */
  55692. private static FromPolygons;
  55693. /**
  55694. * Clones, or makes a deep copy, of the CSG
  55695. * @returns A new CSG
  55696. */
  55697. clone(): CSG;
  55698. /**
  55699. * Unions this CSG with another CSG
  55700. * @param csg The CSG to union against this CSG
  55701. * @returns The unioned CSG
  55702. */
  55703. union(csg: CSG): CSG;
  55704. /**
  55705. * Unions this CSG with another CSG in place
  55706. * @param csg The CSG to union against this CSG
  55707. */
  55708. unionInPlace(csg: CSG): void;
  55709. /**
  55710. * Subtracts this CSG with another CSG
  55711. * @param csg The CSG to subtract against this CSG
  55712. * @returns A new CSG
  55713. */
  55714. subtract(csg: CSG): CSG;
  55715. /**
  55716. * Subtracts this CSG with another CSG in place
  55717. * @param csg The CSG to subtact against this CSG
  55718. */
  55719. subtractInPlace(csg: CSG): void;
  55720. /**
  55721. * Intersect this CSG with another CSG
  55722. * @param csg The CSG to intersect against this CSG
  55723. * @returns A new CSG
  55724. */
  55725. intersect(csg: CSG): CSG;
  55726. /**
  55727. * Intersects this CSG with another CSG in place
  55728. * @param csg The CSG to intersect against this CSG
  55729. */
  55730. intersectInPlace(csg: CSG): void;
  55731. /**
  55732. * Return a new CSG solid with solid and empty space switched. This solid is
  55733. * not modified.
  55734. * @returns A new CSG solid with solid and empty space switched
  55735. */
  55736. inverse(): CSG;
  55737. /**
  55738. * Inverses the CSG in place
  55739. */
  55740. inverseInPlace(): void;
  55741. /**
  55742. * This is used to keep meshes transformations so they can be restored
  55743. * when we build back a Babylon Mesh
  55744. * NB : All CSG operations are performed in world coordinates
  55745. * @param csg The CSG to copy the transform attributes from
  55746. * @returns This CSG
  55747. */
  55748. copyTransformAttributes(csg: CSG): CSG;
  55749. /**
  55750. * Build Raw mesh from CSG
  55751. * Coordinates here are in world space
  55752. * @param name The name of the mesh geometry
  55753. * @param scene The Scene
  55754. * @param keepSubMeshes Specifies if the submeshes should be kept
  55755. * @returns A new Mesh
  55756. */
  55757. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55758. /**
  55759. * Build Mesh from CSG taking material and transforms into account
  55760. * @param name The name of the Mesh
  55761. * @param material The material of the Mesh
  55762. * @param scene The Scene
  55763. * @param keepSubMeshes Specifies if submeshes should be kept
  55764. * @returns The new Mesh
  55765. */
  55766. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55767. }
  55768. }
  55769. declare module "babylonjs/Meshes/trailMesh" {
  55770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55771. import { Mesh } from "babylonjs/Meshes/mesh";
  55772. import { Scene } from "babylonjs/scene";
  55773. /**
  55774. * Class used to create a trail following a mesh
  55775. */
  55776. export class TrailMesh extends Mesh {
  55777. private _generator;
  55778. private _autoStart;
  55779. private _running;
  55780. private _diameter;
  55781. private _length;
  55782. private _sectionPolygonPointsCount;
  55783. private _sectionVectors;
  55784. private _sectionNormalVectors;
  55785. private _beforeRenderObserver;
  55786. /**
  55787. * @constructor
  55788. * @param name The value used by scene.getMeshByName() to do a lookup.
  55789. * @param generator The mesh to generate a trail.
  55790. * @param scene The scene to add this mesh to.
  55791. * @param diameter Diameter of trailing mesh. Default is 1.
  55792. * @param length Length of trailing mesh. Default is 60.
  55793. * @param autoStart Automatically start trailing mesh. Default true.
  55794. */
  55795. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55796. /**
  55797. * "TrailMesh"
  55798. * @returns "TrailMesh"
  55799. */
  55800. getClassName(): string;
  55801. private _createMesh;
  55802. /**
  55803. * Start trailing mesh.
  55804. */
  55805. start(): void;
  55806. /**
  55807. * Stop trailing mesh.
  55808. */
  55809. stop(): void;
  55810. /**
  55811. * Update trailing mesh geometry.
  55812. */
  55813. update(): void;
  55814. /**
  55815. * Returns a new TrailMesh object.
  55816. * @param name is a string, the name given to the new mesh
  55817. * @param newGenerator use new generator object for cloned trail mesh
  55818. * @returns a new mesh
  55819. */
  55820. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55821. /**
  55822. * Serializes this trail mesh
  55823. * @param serializationObject object to write serialization to
  55824. */
  55825. serialize(serializationObject: any): void;
  55826. /**
  55827. * Parses a serialized trail mesh
  55828. * @param parsedMesh the serialized mesh
  55829. * @param scene the scene to create the trail mesh in
  55830. * @returns the created trail mesh
  55831. */
  55832. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55833. }
  55834. }
  55835. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  55836. import { Nullable } from "babylonjs/types";
  55837. import { Scene } from "babylonjs/scene";
  55838. import { Vector4 } from "babylonjs/Maths/math.vector";
  55839. import { Color4 } from "babylonjs/Maths/math.color";
  55840. import { Mesh } from "babylonjs/Meshes/mesh";
  55841. /**
  55842. * Class containing static functions to help procedurally build meshes
  55843. */
  55844. export class TiledBoxBuilder {
  55845. /**
  55846. * Creates a box mesh
  55847. * 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)
  55848. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55849. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55850. * * 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
  55851. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55852. * @param name defines the name of the mesh
  55853. * @param options defines the options used to create the mesh
  55854. * @param scene defines the hosting scene
  55855. * @returns the box mesh
  55856. */
  55857. static CreateTiledBox(name: string, options: {
  55858. pattern?: number;
  55859. width?: number;
  55860. height?: number;
  55861. depth?: number;
  55862. tileSize?: number;
  55863. tileWidth?: number;
  55864. tileHeight?: number;
  55865. alignHorizontal?: number;
  55866. alignVertical?: number;
  55867. faceUV?: Vector4[];
  55868. faceColors?: Color4[];
  55869. sideOrientation?: number;
  55870. updatable?: boolean;
  55871. }, scene?: Nullable<Scene>): Mesh;
  55872. }
  55873. }
  55874. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  55875. import { Vector4 } from "babylonjs/Maths/math.vector";
  55876. import { Mesh } from "babylonjs/Meshes/mesh";
  55877. /**
  55878. * Class containing static functions to help procedurally build meshes
  55879. */
  55880. export class TorusKnotBuilder {
  55881. /**
  55882. * Creates a torus knot mesh
  55883. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  55884. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  55885. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  55886. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  55887. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55888. * * 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
  55889. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  55890. * @param name defines the name of the mesh
  55891. * @param options defines the options used to create the mesh
  55892. * @param scene defines the hosting scene
  55893. * @returns the torus knot mesh
  55894. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  55895. */
  55896. static CreateTorusKnot(name: string, options: {
  55897. radius?: number;
  55898. tube?: number;
  55899. radialSegments?: number;
  55900. tubularSegments?: number;
  55901. p?: number;
  55902. q?: number;
  55903. updatable?: boolean;
  55904. sideOrientation?: number;
  55905. frontUVs?: Vector4;
  55906. backUVs?: Vector4;
  55907. }, scene: any): Mesh;
  55908. }
  55909. }
  55910. declare module "babylonjs/Meshes/polygonMesh" {
  55911. import { Scene } from "babylonjs/scene";
  55912. import { Vector2 } from "babylonjs/Maths/math.vector";
  55913. import { Mesh } from "babylonjs/Meshes/mesh";
  55914. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55915. import { Path2 } from "babylonjs/Maths/math.path";
  55916. /**
  55917. * Polygon
  55918. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  55919. */
  55920. export class Polygon {
  55921. /**
  55922. * Creates a rectangle
  55923. * @param xmin bottom X coord
  55924. * @param ymin bottom Y coord
  55925. * @param xmax top X coord
  55926. * @param ymax top Y coord
  55927. * @returns points that make the resulting rectation
  55928. */
  55929. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  55930. /**
  55931. * Creates a circle
  55932. * @param radius radius of circle
  55933. * @param cx scale in x
  55934. * @param cy scale in y
  55935. * @param numberOfSides number of sides that make up the circle
  55936. * @returns points that make the resulting circle
  55937. */
  55938. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  55939. /**
  55940. * Creates a polygon from input string
  55941. * @param input Input polygon data
  55942. * @returns the parsed points
  55943. */
  55944. static Parse(input: string): Vector2[];
  55945. /**
  55946. * Starts building a polygon from x and y coordinates
  55947. * @param x x coordinate
  55948. * @param y y coordinate
  55949. * @returns the started path2
  55950. */
  55951. static StartingAt(x: number, y: number): Path2;
  55952. }
  55953. /**
  55954. * Builds a polygon
  55955. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  55956. */
  55957. export class PolygonMeshBuilder {
  55958. private _points;
  55959. private _outlinepoints;
  55960. private _holes;
  55961. private _name;
  55962. private _scene;
  55963. private _epoints;
  55964. private _eholes;
  55965. private _addToepoint;
  55966. /**
  55967. * Babylon reference to the earcut plugin.
  55968. */
  55969. bjsEarcut: any;
  55970. /**
  55971. * Creates a PolygonMeshBuilder
  55972. * @param name name of the builder
  55973. * @param contours Path of the polygon
  55974. * @param scene scene to add to when creating the mesh
  55975. * @param earcutInjection can be used to inject your own earcut reference
  55976. */
  55977. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  55978. /**
  55979. * Adds a whole within the polygon
  55980. * @param hole Array of points defining the hole
  55981. * @returns this
  55982. */
  55983. addHole(hole: Vector2[]): PolygonMeshBuilder;
  55984. /**
  55985. * Creates the polygon
  55986. * @param updatable If the mesh should be updatable
  55987. * @param depth The depth of the mesh created
  55988. * @returns the created mesh
  55989. */
  55990. build(updatable?: boolean, depth?: number): Mesh;
  55991. /**
  55992. * Creates the polygon
  55993. * @param depth The depth of the mesh created
  55994. * @returns the created VertexData
  55995. */
  55996. buildVertexData(depth?: number): VertexData;
  55997. /**
  55998. * Adds a side to the polygon
  55999. * @param positions points that make the polygon
  56000. * @param normals normals of the polygon
  56001. * @param uvs uvs of the polygon
  56002. * @param indices indices of the polygon
  56003. * @param bounds bounds of the polygon
  56004. * @param points points of the polygon
  56005. * @param depth depth of the polygon
  56006. * @param flip flip of the polygon
  56007. */
  56008. private addSide;
  56009. }
  56010. }
  56011. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56012. import { Scene } from "babylonjs/scene";
  56013. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56014. import { Color4 } from "babylonjs/Maths/math.color";
  56015. import { Mesh } from "babylonjs/Meshes/mesh";
  56016. import { Nullable } from "babylonjs/types";
  56017. /**
  56018. * Class containing static functions to help procedurally build meshes
  56019. */
  56020. export class PolygonBuilder {
  56021. /**
  56022. * Creates a polygon mesh
  56023. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56024. * * 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
  56025. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56027. * * 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)
  56028. * * Remember you can only change the shape positions, not their number when updating a polygon
  56029. * @param name defines the name of the mesh
  56030. * @param options defines the options used to create the mesh
  56031. * @param scene defines the hosting scene
  56032. * @param earcutInjection can be used to inject your own earcut reference
  56033. * @returns the polygon mesh
  56034. */
  56035. static CreatePolygon(name: string, options: {
  56036. shape: Vector3[];
  56037. holes?: Vector3[][];
  56038. depth?: number;
  56039. faceUV?: Vector4[];
  56040. faceColors?: Color4[];
  56041. updatable?: boolean;
  56042. sideOrientation?: number;
  56043. frontUVs?: Vector4;
  56044. backUVs?: Vector4;
  56045. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56046. /**
  56047. * Creates an extruded polygon mesh, with depth in the Y direction.
  56048. * * 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)
  56049. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56050. * @param name defines the name of the mesh
  56051. * @param options defines the options used to create the mesh
  56052. * @param scene defines the hosting scene
  56053. * @param earcutInjection can be used to inject your own earcut reference
  56054. * @returns the polygon mesh
  56055. */
  56056. static ExtrudePolygon(name: string, options: {
  56057. shape: Vector3[];
  56058. holes?: Vector3[][];
  56059. depth?: number;
  56060. faceUV?: Vector4[];
  56061. faceColors?: Color4[];
  56062. updatable?: boolean;
  56063. sideOrientation?: number;
  56064. frontUVs?: Vector4;
  56065. backUVs?: Vector4;
  56066. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56067. }
  56068. }
  56069. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56070. import { Scene } from "babylonjs/scene";
  56071. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56072. import { Mesh } from "babylonjs/Meshes/mesh";
  56073. import { Nullable } from "babylonjs/types";
  56074. /**
  56075. * Class containing static functions to help procedurally build meshes
  56076. */
  56077. export class LatheBuilder {
  56078. /**
  56079. * Creates lathe mesh.
  56080. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56081. * * 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
  56082. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56083. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56084. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56085. * * 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
  56086. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56087. * * 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
  56088. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56089. * * 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
  56090. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56091. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56092. * @param name defines the name of the mesh
  56093. * @param options defines the options used to create the mesh
  56094. * @param scene defines the hosting scene
  56095. * @returns the lathe mesh
  56096. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56097. */
  56098. static CreateLathe(name: string, options: {
  56099. shape: Vector3[];
  56100. radius?: number;
  56101. tessellation?: number;
  56102. clip?: number;
  56103. arc?: number;
  56104. closed?: boolean;
  56105. updatable?: boolean;
  56106. sideOrientation?: number;
  56107. frontUVs?: Vector4;
  56108. backUVs?: Vector4;
  56109. cap?: number;
  56110. invertUV?: boolean;
  56111. }, scene?: Nullable<Scene>): Mesh;
  56112. }
  56113. }
  56114. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56115. import { Nullable } from "babylonjs/types";
  56116. import { Scene } from "babylonjs/scene";
  56117. import { Vector4 } from "babylonjs/Maths/math.vector";
  56118. import { Mesh } from "babylonjs/Meshes/mesh";
  56119. /**
  56120. * Class containing static functions to help procedurally build meshes
  56121. */
  56122. export class TiledPlaneBuilder {
  56123. /**
  56124. * Creates a tiled plane mesh
  56125. * * The parameter `pattern` will, depending on value, do nothing or
  56126. * * * flip (reflect about central vertical) alternate tiles across and up
  56127. * * * flip every tile on alternate rows
  56128. * * * rotate (180 degs) alternate tiles across and up
  56129. * * * rotate every tile on alternate rows
  56130. * * * flip and rotate alternate tiles across and up
  56131. * * * flip and rotate every tile on alternate rows
  56132. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56133. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56134. * * 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
  56135. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56136. * * 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)
  56137. * * 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)
  56138. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56139. * @param name defines the name of the mesh
  56140. * @param options defines the options used to create the mesh
  56141. * @param scene defines the hosting scene
  56142. * @returns the box mesh
  56143. */
  56144. static CreateTiledPlane(name: string, options: {
  56145. pattern?: number;
  56146. tileSize?: number;
  56147. tileWidth?: number;
  56148. tileHeight?: number;
  56149. size?: number;
  56150. width?: number;
  56151. height?: number;
  56152. alignHorizontal?: number;
  56153. alignVertical?: number;
  56154. sideOrientation?: number;
  56155. frontUVs?: Vector4;
  56156. backUVs?: Vector4;
  56157. updatable?: boolean;
  56158. }, scene?: Nullable<Scene>): Mesh;
  56159. }
  56160. }
  56161. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56162. import { Nullable } from "babylonjs/types";
  56163. import { Scene } from "babylonjs/scene";
  56164. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56165. import { Mesh } from "babylonjs/Meshes/mesh";
  56166. /**
  56167. * Class containing static functions to help procedurally build meshes
  56168. */
  56169. export class TubeBuilder {
  56170. /**
  56171. * Creates a tube mesh.
  56172. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56173. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56174. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56175. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56176. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56177. * * 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)
  56178. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56179. * * 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
  56180. * * 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
  56181. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56182. * * 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
  56183. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56184. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56185. * @param name defines the name of the mesh
  56186. * @param options defines the options used to create the mesh
  56187. * @param scene defines the hosting scene
  56188. * @returns the tube mesh
  56189. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56190. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56191. */
  56192. static CreateTube(name: string, options: {
  56193. path: Vector3[];
  56194. radius?: number;
  56195. tessellation?: number;
  56196. radiusFunction?: {
  56197. (i: number, distance: number): number;
  56198. };
  56199. cap?: number;
  56200. arc?: number;
  56201. updatable?: boolean;
  56202. sideOrientation?: number;
  56203. frontUVs?: Vector4;
  56204. backUVs?: Vector4;
  56205. instance?: Mesh;
  56206. invertUV?: boolean;
  56207. }, scene?: Nullable<Scene>): Mesh;
  56208. }
  56209. }
  56210. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56211. import { Scene } from "babylonjs/scene";
  56212. import { Vector4 } from "babylonjs/Maths/math.vector";
  56213. import { Mesh } from "babylonjs/Meshes/mesh";
  56214. import { Nullable } from "babylonjs/types";
  56215. /**
  56216. * Class containing static functions to help procedurally build meshes
  56217. */
  56218. export class IcoSphereBuilder {
  56219. /**
  56220. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56221. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56222. * * 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`)
  56223. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56224. * * 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
  56225. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56226. * * 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
  56227. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56228. * @param name defines the name of the mesh
  56229. * @param options defines the options used to create the mesh
  56230. * @param scene defines the hosting scene
  56231. * @returns the icosahedron mesh
  56232. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56233. */
  56234. static CreateIcoSphere(name: string, options: {
  56235. radius?: number;
  56236. radiusX?: number;
  56237. radiusY?: number;
  56238. radiusZ?: number;
  56239. flat?: boolean;
  56240. subdivisions?: number;
  56241. sideOrientation?: number;
  56242. frontUVs?: Vector4;
  56243. backUVs?: Vector4;
  56244. updatable?: boolean;
  56245. }, scene?: Nullable<Scene>): Mesh;
  56246. }
  56247. }
  56248. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56249. import { Vector3 } from "babylonjs/Maths/math.vector";
  56250. import { Mesh } from "babylonjs/Meshes/mesh";
  56251. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56252. /**
  56253. * Class containing static functions to help procedurally build meshes
  56254. */
  56255. export class DecalBuilder {
  56256. /**
  56257. * Creates a decal mesh.
  56258. * 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
  56259. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56260. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56261. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56262. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56263. * @param name defines the name of the mesh
  56264. * @param sourceMesh defines the mesh where the decal must be applied
  56265. * @param options defines the options used to create the mesh
  56266. * @param scene defines the hosting scene
  56267. * @returns the decal mesh
  56268. * @see https://doc.babylonjs.com/how_to/decals
  56269. */
  56270. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56271. position?: Vector3;
  56272. normal?: Vector3;
  56273. size?: Vector3;
  56274. angle?: number;
  56275. }): Mesh;
  56276. }
  56277. }
  56278. declare module "babylonjs/Meshes/meshBuilder" {
  56279. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56280. import { Nullable } from "babylonjs/types";
  56281. import { Scene } from "babylonjs/scene";
  56282. import { Mesh } from "babylonjs/Meshes/mesh";
  56283. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56284. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56286. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56287. import { Plane } from "babylonjs/Maths/math.plane";
  56288. /**
  56289. * Class containing static functions to help procedurally build meshes
  56290. */
  56291. export class MeshBuilder {
  56292. /**
  56293. * Creates a box mesh
  56294. * * The parameter `size` sets the size (float) of each box side (default 1)
  56295. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56296. * * 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)
  56297. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56299. * * 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
  56300. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56301. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56302. * @param name defines the name of the mesh
  56303. * @param options defines the options used to create the mesh
  56304. * @param scene defines the hosting scene
  56305. * @returns the box mesh
  56306. */
  56307. static CreateBox(name: string, options: {
  56308. size?: number;
  56309. width?: number;
  56310. height?: number;
  56311. depth?: number;
  56312. faceUV?: Vector4[];
  56313. faceColors?: Color4[];
  56314. sideOrientation?: number;
  56315. frontUVs?: Vector4;
  56316. backUVs?: Vector4;
  56317. updatable?: boolean;
  56318. }, scene?: Nullable<Scene>): Mesh;
  56319. /**
  56320. * Creates a tiled box mesh
  56321. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56322. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56323. * @param name defines the name of the mesh
  56324. * @param options defines the options used to create the mesh
  56325. * @param scene defines the hosting scene
  56326. * @returns the tiled box mesh
  56327. */
  56328. static CreateTiledBox(name: string, options: {
  56329. pattern?: number;
  56330. size?: number;
  56331. width?: number;
  56332. height?: number;
  56333. depth: number;
  56334. tileSize?: number;
  56335. tileWidth?: number;
  56336. tileHeight?: number;
  56337. faceUV?: Vector4[];
  56338. faceColors?: Color4[];
  56339. alignHorizontal?: number;
  56340. alignVertical?: number;
  56341. sideOrientation?: number;
  56342. updatable?: boolean;
  56343. }, scene?: Nullable<Scene>): Mesh;
  56344. /**
  56345. * Creates a sphere mesh
  56346. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56347. * * 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`)
  56348. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56349. * * 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
  56350. * * 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)
  56351. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56352. * * 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
  56353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56354. * @param name defines the name of the mesh
  56355. * @param options defines the options used to create the mesh
  56356. * @param scene defines the hosting scene
  56357. * @returns the sphere mesh
  56358. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56359. */
  56360. static CreateSphere(name: string, options: {
  56361. segments?: number;
  56362. diameter?: number;
  56363. diameterX?: number;
  56364. diameterY?: number;
  56365. diameterZ?: number;
  56366. arc?: number;
  56367. slice?: number;
  56368. sideOrientation?: number;
  56369. frontUVs?: Vector4;
  56370. backUVs?: Vector4;
  56371. updatable?: boolean;
  56372. }, scene?: Nullable<Scene>): Mesh;
  56373. /**
  56374. * Creates a plane polygonal mesh. By default, this is a disc
  56375. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56376. * * 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
  56377. * * 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
  56378. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56379. * * 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
  56380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56381. * @param name defines the name of the mesh
  56382. * @param options defines the options used to create the mesh
  56383. * @param scene defines the hosting scene
  56384. * @returns the plane polygonal mesh
  56385. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56386. */
  56387. static CreateDisc(name: string, options: {
  56388. radius?: number;
  56389. tessellation?: number;
  56390. arc?: number;
  56391. updatable?: boolean;
  56392. sideOrientation?: number;
  56393. frontUVs?: Vector4;
  56394. backUVs?: Vector4;
  56395. }, scene?: Nullable<Scene>): Mesh;
  56396. /**
  56397. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56398. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56399. * * 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`)
  56400. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56401. * * 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
  56402. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56403. * * 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
  56404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56405. * @param name defines the name of the mesh
  56406. * @param options defines the options used to create the mesh
  56407. * @param scene defines the hosting scene
  56408. * @returns the icosahedron mesh
  56409. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56410. */
  56411. static CreateIcoSphere(name: string, options: {
  56412. radius?: number;
  56413. radiusX?: number;
  56414. radiusY?: number;
  56415. radiusZ?: number;
  56416. flat?: boolean;
  56417. subdivisions?: number;
  56418. sideOrientation?: number;
  56419. frontUVs?: Vector4;
  56420. backUVs?: Vector4;
  56421. updatable?: boolean;
  56422. }, scene?: Nullable<Scene>): Mesh;
  56423. /**
  56424. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56425. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56426. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56427. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56428. * * 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
  56429. * * 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
  56430. * * 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
  56431. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56432. * * 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
  56433. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56434. * * 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
  56435. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56436. * * 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
  56437. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56438. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56439. * @param name defines the name of the mesh
  56440. * @param options defines the options used to create the mesh
  56441. * @param scene defines the hosting scene
  56442. * @returns the ribbon mesh
  56443. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56444. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56445. */
  56446. static CreateRibbon(name: string, options: {
  56447. pathArray: Vector3[][];
  56448. closeArray?: boolean;
  56449. closePath?: boolean;
  56450. offset?: number;
  56451. updatable?: boolean;
  56452. sideOrientation?: number;
  56453. frontUVs?: Vector4;
  56454. backUVs?: Vector4;
  56455. instance?: Mesh;
  56456. invertUV?: boolean;
  56457. uvs?: Vector2[];
  56458. colors?: Color4[];
  56459. }, scene?: Nullable<Scene>): Mesh;
  56460. /**
  56461. * Creates a cylinder or a cone mesh
  56462. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56463. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56464. * * 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.
  56465. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56466. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56467. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56468. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56469. * * 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).
  56470. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56471. * * 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).
  56472. * * 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
  56473. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56474. * * 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
  56475. * * 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.
  56476. * * If `enclose` is false, a ring surface is one element.
  56477. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56478. * * 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
  56479. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56480. * * 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
  56481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56482. * @param name defines the name of the mesh
  56483. * @param options defines the options used to create the mesh
  56484. * @param scene defines the hosting scene
  56485. * @returns the cylinder mesh
  56486. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56487. */
  56488. static CreateCylinder(name: string, options: {
  56489. height?: number;
  56490. diameterTop?: number;
  56491. diameterBottom?: number;
  56492. diameter?: number;
  56493. tessellation?: number;
  56494. subdivisions?: number;
  56495. arc?: number;
  56496. faceColors?: Color4[];
  56497. faceUV?: Vector4[];
  56498. updatable?: boolean;
  56499. hasRings?: boolean;
  56500. enclose?: boolean;
  56501. cap?: number;
  56502. sideOrientation?: number;
  56503. frontUVs?: Vector4;
  56504. backUVs?: Vector4;
  56505. }, scene?: Nullable<Scene>): Mesh;
  56506. /**
  56507. * Creates a torus mesh
  56508. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56509. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56510. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56512. * * 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
  56513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56514. * @param name defines the name of the mesh
  56515. * @param options defines the options used to create the mesh
  56516. * @param scene defines the hosting scene
  56517. * @returns the torus mesh
  56518. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56519. */
  56520. static CreateTorus(name: string, options: {
  56521. diameter?: number;
  56522. thickness?: number;
  56523. tessellation?: number;
  56524. updatable?: boolean;
  56525. sideOrientation?: number;
  56526. frontUVs?: Vector4;
  56527. backUVs?: Vector4;
  56528. }, scene?: Nullable<Scene>): Mesh;
  56529. /**
  56530. * Creates a torus knot mesh
  56531. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56532. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56533. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56534. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56536. * * 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
  56537. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  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 torus knot mesh
  56542. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56543. */
  56544. static CreateTorusKnot(name: string, options: {
  56545. radius?: number;
  56546. tube?: number;
  56547. radialSegments?: number;
  56548. tubularSegments?: number;
  56549. p?: number;
  56550. q?: number;
  56551. updatable?: boolean;
  56552. sideOrientation?: number;
  56553. frontUVs?: Vector4;
  56554. backUVs?: Vector4;
  56555. }, scene?: Nullable<Scene>): Mesh;
  56556. /**
  56557. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56558. * * 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
  56559. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56560. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56561. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56562. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56563. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56564. * * 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
  56565. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56567. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56568. * @param name defines the name of the new line system
  56569. * @param options defines the options used to create the line system
  56570. * @param scene defines the hosting scene
  56571. * @returns a new line system mesh
  56572. */
  56573. static CreateLineSystem(name: string, options: {
  56574. lines: Vector3[][];
  56575. updatable?: boolean;
  56576. instance?: Nullable<LinesMesh>;
  56577. colors?: Nullable<Color4[][]>;
  56578. useVertexAlpha?: boolean;
  56579. }, scene: Nullable<Scene>): LinesMesh;
  56580. /**
  56581. * Creates a line mesh
  56582. * 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
  56583. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56584. * * The parameter `points` is an array successive Vector3
  56585. * * 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
  56586. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56587. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56588. * * When updating an instance, remember that only point positions can change, not the number of points
  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. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56591. * @param name defines the name of the new line system
  56592. * @param options defines the options used to create the line system
  56593. * @param scene defines the hosting scene
  56594. * @returns a new line mesh
  56595. */
  56596. static CreateLines(name: string, options: {
  56597. points: Vector3[];
  56598. updatable?: boolean;
  56599. instance?: Nullable<LinesMesh>;
  56600. colors?: Color4[];
  56601. useVertexAlpha?: boolean;
  56602. }, scene?: Nullable<Scene>): LinesMesh;
  56603. /**
  56604. * Creates a dashed line mesh
  56605. * * 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
  56606. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56607. * * The parameter `points` is an array successive Vector3
  56608. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56609. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56610. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56611. * * 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
  56612. * * When updating an instance, remember that only point positions can change, not the number of points
  56613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56614. * @param name defines the name of the mesh
  56615. * @param options defines the options used to create the mesh
  56616. * @param scene defines the hosting scene
  56617. * @returns the dashed line mesh
  56618. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56619. */
  56620. static CreateDashedLines(name: string, options: {
  56621. points: Vector3[];
  56622. dashSize?: number;
  56623. gapSize?: number;
  56624. dashNb?: number;
  56625. updatable?: boolean;
  56626. instance?: LinesMesh;
  56627. }, scene?: Nullable<Scene>): LinesMesh;
  56628. /**
  56629. * 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.
  56630. * * 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.
  56631. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56632. * * 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.
  56633. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56634. * * 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
  56635. * * 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
  56636. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56637. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56638. * * 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
  56639. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  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 extruded shape mesh
  56645. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56646. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56647. */
  56648. static ExtrudeShape(name: string, options: {
  56649. shape: Vector3[];
  56650. path: Vector3[];
  56651. scale?: number;
  56652. rotation?: number;
  56653. cap?: number;
  56654. updatable?: boolean;
  56655. sideOrientation?: number;
  56656. frontUVs?: Vector4;
  56657. backUVs?: Vector4;
  56658. instance?: Mesh;
  56659. invertUV?: boolean;
  56660. }, scene?: Nullable<Scene>): Mesh;
  56661. /**
  56662. * Creates an custom extruded shape mesh.
  56663. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56664. * * 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.
  56665. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56666. * * 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
  56667. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56668. * * 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
  56669. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56670. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56671. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56672. * * 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
  56673. * * 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
  56674. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56675. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56676. * * 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
  56677. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56678. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56679. * @param name defines the name of the mesh
  56680. * @param options defines the options used to create the mesh
  56681. * @param scene defines the hosting scene
  56682. * @returns the custom extruded shape mesh
  56683. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56684. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56685. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56686. */
  56687. static ExtrudeShapeCustom(name: string, options: {
  56688. shape: Vector3[];
  56689. path: Vector3[];
  56690. scaleFunction?: any;
  56691. rotationFunction?: any;
  56692. ribbonCloseArray?: boolean;
  56693. ribbonClosePath?: boolean;
  56694. cap?: number;
  56695. updatable?: boolean;
  56696. sideOrientation?: number;
  56697. frontUVs?: Vector4;
  56698. backUVs?: Vector4;
  56699. instance?: Mesh;
  56700. invertUV?: boolean;
  56701. }, scene?: Nullable<Scene>): Mesh;
  56702. /**
  56703. * Creates lathe mesh.
  56704. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56705. * * 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
  56706. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56707. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56708. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56709. * * 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
  56710. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56711. * * 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
  56712. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56713. * * 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
  56714. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56716. * @param name defines the name of the mesh
  56717. * @param options defines the options used to create the mesh
  56718. * @param scene defines the hosting scene
  56719. * @returns the lathe mesh
  56720. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56721. */
  56722. static CreateLathe(name: string, options: {
  56723. shape: Vector3[];
  56724. radius?: number;
  56725. tessellation?: number;
  56726. clip?: number;
  56727. arc?: number;
  56728. closed?: boolean;
  56729. updatable?: boolean;
  56730. sideOrientation?: number;
  56731. frontUVs?: Vector4;
  56732. backUVs?: Vector4;
  56733. cap?: number;
  56734. invertUV?: boolean;
  56735. }, scene?: Nullable<Scene>): Mesh;
  56736. /**
  56737. * Creates a tiled plane mesh
  56738. * * You can set a limited pattern arrangement with the tiles
  56739. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56740. * * 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
  56741. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56742. * @param name defines the name of the mesh
  56743. * @param options defines the options used to create the mesh
  56744. * @param scene defines the hosting scene
  56745. * @returns the plane mesh
  56746. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56747. */
  56748. static CreateTiledPlane(name: string, options: {
  56749. pattern?: number;
  56750. tileSize?: number;
  56751. tileWidth?: number;
  56752. tileHeight?: number;
  56753. size?: number;
  56754. width?: number;
  56755. height?: number;
  56756. alignHorizontal?: number;
  56757. alignVertical?: number;
  56758. sideOrientation?: number;
  56759. frontUVs?: Vector4;
  56760. backUVs?: Vector4;
  56761. updatable?: boolean;
  56762. }, scene?: Nullable<Scene>): Mesh;
  56763. /**
  56764. * Creates a plane mesh
  56765. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56766. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56767. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56768. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56769. * * 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
  56770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56771. * @param name defines the name of the mesh
  56772. * @param options defines the options used to create the mesh
  56773. * @param scene defines the hosting scene
  56774. * @returns the plane mesh
  56775. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56776. */
  56777. static CreatePlane(name: string, options: {
  56778. size?: number;
  56779. width?: number;
  56780. height?: number;
  56781. sideOrientation?: number;
  56782. frontUVs?: Vector4;
  56783. backUVs?: Vector4;
  56784. updatable?: boolean;
  56785. sourcePlane?: Plane;
  56786. }, scene?: Nullable<Scene>): Mesh;
  56787. /**
  56788. * Creates a ground mesh
  56789. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56790. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56791. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56792. * @param name defines the name of the mesh
  56793. * @param options defines the options used to create the mesh
  56794. * @param scene defines the hosting scene
  56795. * @returns the ground mesh
  56796. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56797. */
  56798. static CreateGround(name: string, options: {
  56799. width?: number;
  56800. height?: number;
  56801. subdivisions?: number;
  56802. subdivisionsX?: number;
  56803. subdivisionsY?: number;
  56804. updatable?: boolean;
  56805. }, scene?: Nullable<Scene>): Mesh;
  56806. /**
  56807. * Creates a tiled ground mesh
  56808. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56809. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56810. * * 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
  56811. * * 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
  56812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56813. * @param name defines the name of the mesh
  56814. * @param options defines the options used to create the mesh
  56815. * @param scene defines the hosting scene
  56816. * @returns the tiled ground mesh
  56817. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56818. */
  56819. static CreateTiledGround(name: string, options: {
  56820. xmin: number;
  56821. zmin: number;
  56822. xmax: number;
  56823. zmax: number;
  56824. subdivisions?: {
  56825. w: number;
  56826. h: number;
  56827. };
  56828. precision?: {
  56829. w: number;
  56830. h: number;
  56831. };
  56832. updatable?: boolean;
  56833. }, scene?: Nullable<Scene>): Mesh;
  56834. /**
  56835. * Creates a ground mesh from a height map
  56836. * * The parameter `url` sets the URL of the height map image resource.
  56837. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56838. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56839. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56840. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56841. * * 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.
  56842. * * 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).
  56843. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56844. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56845. * @param name defines the name of the mesh
  56846. * @param url defines the url to the height map
  56847. * @param options defines the options used to create the mesh
  56848. * @param scene defines the hosting scene
  56849. * @returns the ground mesh
  56850. * @see https://doc.babylonjs.com/babylon101/height_map
  56851. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56852. */
  56853. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56854. width?: number;
  56855. height?: number;
  56856. subdivisions?: number;
  56857. minHeight?: number;
  56858. maxHeight?: number;
  56859. colorFilter?: Color3;
  56860. alphaFilter?: number;
  56861. updatable?: boolean;
  56862. onReady?: (mesh: GroundMesh) => void;
  56863. }, scene?: Nullable<Scene>): GroundMesh;
  56864. /**
  56865. * Creates a polygon mesh
  56866. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56867. * * 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
  56868. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56870. * * 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)
  56871. * * Remember you can only change the shape positions, not their number when updating a polygon
  56872. * @param name defines the name of the mesh
  56873. * @param options defines the options used to create the mesh
  56874. * @param scene defines the hosting scene
  56875. * @param earcutInjection can be used to inject your own earcut reference
  56876. * @returns the polygon mesh
  56877. */
  56878. static CreatePolygon(name: string, options: {
  56879. shape: Vector3[];
  56880. holes?: Vector3[][];
  56881. depth?: number;
  56882. faceUV?: Vector4[];
  56883. faceColors?: Color4[];
  56884. updatable?: boolean;
  56885. sideOrientation?: number;
  56886. frontUVs?: Vector4;
  56887. backUVs?: Vector4;
  56888. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56889. /**
  56890. * Creates an extruded polygon mesh, with depth in the Y direction.
  56891. * * 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)
  56892. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56893. * @param name defines the name of the mesh
  56894. * @param options defines the options used to create the mesh
  56895. * @param scene defines the hosting scene
  56896. * @param earcutInjection can be used to inject your own earcut reference
  56897. * @returns the polygon mesh
  56898. */
  56899. static ExtrudePolygon(name: string, options: {
  56900. shape: Vector3[];
  56901. holes?: Vector3[][];
  56902. depth?: number;
  56903. faceUV?: Vector4[];
  56904. faceColors?: Color4[];
  56905. updatable?: boolean;
  56906. sideOrientation?: number;
  56907. frontUVs?: Vector4;
  56908. backUVs?: Vector4;
  56909. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56910. /**
  56911. * Creates a tube mesh.
  56912. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56913. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56914. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56915. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56916. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56917. * * 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)
  56918. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56919. * * 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
  56920. * * 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
  56921. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56922. * * 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
  56923. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56925. * @param name defines the name of the mesh
  56926. * @param options defines the options used to create the mesh
  56927. * @param scene defines the hosting scene
  56928. * @returns the tube mesh
  56929. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56930. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56931. */
  56932. static CreateTube(name: string, options: {
  56933. path: Vector3[];
  56934. radius?: number;
  56935. tessellation?: number;
  56936. radiusFunction?: {
  56937. (i: number, distance: number): number;
  56938. };
  56939. cap?: number;
  56940. arc?: number;
  56941. updatable?: boolean;
  56942. sideOrientation?: number;
  56943. frontUVs?: Vector4;
  56944. backUVs?: Vector4;
  56945. instance?: Mesh;
  56946. invertUV?: boolean;
  56947. }, scene?: Nullable<Scene>): Mesh;
  56948. /**
  56949. * Creates a polyhedron mesh
  56950. * * 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
  56951. * * The parameter `size` (positive float, default 1) sets the polygon size
  56952. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  56953. * * 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`
  56954. * * 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
  56955. * * 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)`)
  56956. * * 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
  56957. * * 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
  56958. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56959. * * 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
  56960. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56961. * @param name defines the name of the mesh
  56962. * @param options defines the options used to create the mesh
  56963. * @param scene defines the hosting scene
  56964. * @returns the polyhedron mesh
  56965. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  56966. */
  56967. static CreatePolyhedron(name: string, options: {
  56968. type?: number;
  56969. size?: number;
  56970. sizeX?: number;
  56971. sizeY?: number;
  56972. sizeZ?: number;
  56973. custom?: any;
  56974. faceUV?: Vector4[];
  56975. faceColors?: Color4[];
  56976. flat?: boolean;
  56977. updatable?: boolean;
  56978. sideOrientation?: number;
  56979. frontUVs?: Vector4;
  56980. backUVs?: Vector4;
  56981. }, scene?: Nullable<Scene>): Mesh;
  56982. /**
  56983. * Creates a decal mesh.
  56984. * 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
  56985. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56986. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56987. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56988. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56989. * @param name defines the name of the mesh
  56990. * @param sourceMesh defines the mesh where the decal must be applied
  56991. * @param options defines the options used to create the mesh
  56992. * @param scene defines the hosting scene
  56993. * @returns the decal mesh
  56994. * @see https://doc.babylonjs.com/how_to/decals
  56995. */
  56996. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56997. position?: Vector3;
  56998. normal?: Vector3;
  56999. size?: Vector3;
  57000. angle?: number;
  57001. }): Mesh;
  57002. }
  57003. }
  57004. declare module "babylonjs/Meshes/meshSimplification" {
  57005. import { Mesh } from "babylonjs/Meshes/mesh";
  57006. /**
  57007. * A simplifier interface for future simplification implementations
  57008. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57009. */
  57010. export interface ISimplifier {
  57011. /**
  57012. * Simplification of a given mesh according to the given settings.
  57013. * Since this requires computation, it is assumed that the function runs async.
  57014. * @param settings The settings of the simplification, including quality and distance
  57015. * @param successCallback A callback that will be called after the mesh was simplified.
  57016. * @param errorCallback in case of an error, this callback will be called. optional.
  57017. */
  57018. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57019. }
  57020. /**
  57021. * Expected simplification settings.
  57022. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57023. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57024. */
  57025. export interface ISimplificationSettings {
  57026. /**
  57027. * Gets or sets the expected quality
  57028. */
  57029. quality: number;
  57030. /**
  57031. * Gets or sets the distance when this optimized version should be used
  57032. */
  57033. distance: number;
  57034. /**
  57035. * Gets an already optimized mesh
  57036. */
  57037. optimizeMesh?: boolean;
  57038. }
  57039. /**
  57040. * Class used to specify simplification options
  57041. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57042. */
  57043. export class SimplificationSettings implements ISimplificationSettings {
  57044. /** expected quality */
  57045. quality: number;
  57046. /** distance when this optimized version should be used */
  57047. distance: number;
  57048. /** already optimized mesh */
  57049. optimizeMesh?: boolean | undefined;
  57050. /**
  57051. * Creates a SimplificationSettings
  57052. * @param quality expected quality
  57053. * @param distance distance when this optimized version should be used
  57054. * @param optimizeMesh already optimized mesh
  57055. */
  57056. constructor(
  57057. /** expected quality */
  57058. quality: number,
  57059. /** distance when this optimized version should be used */
  57060. distance: number,
  57061. /** already optimized mesh */
  57062. optimizeMesh?: boolean | undefined);
  57063. }
  57064. /**
  57065. * Interface used to define a simplification task
  57066. */
  57067. export interface ISimplificationTask {
  57068. /**
  57069. * Array of settings
  57070. */
  57071. settings: Array<ISimplificationSettings>;
  57072. /**
  57073. * Simplification type
  57074. */
  57075. simplificationType: SimplificationType;
  57076. /**
  57077. * Mesh to simplify
  57078. */
  57079. mesh: Mesh;
  57080. /**
  57081. * Callback called on success
  57082. */
  57083. successCallback?: () => void;
  57084. /**
  57085. * Defines if parallel processing can be used
  57086. */
  57087. parallelProcessing: boolean;
  57088. }
  57089. /**
  57090. * Queue used to order the simplification tasks
  57091. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57092. */
  57093. export class SimplificationQueue {
  57094. private _simplificationArray;
  57095. /**
  57096. * Gets a boolean indicating that the process is still running
  57097. */
  57098. running: boolean;
  57099. /**
  57100. * Creates a new queue
  57101. */
  57102. constructor();
  57103. /**
  57104. * Adds a new simplification task
  57105. * @param task defines a task to add
  57106. */
  57107. addTask(task: ISimplificationTask): void;
  57108. /**
  57109. * Execute next task
  57110. */
  57111. executeNext(): void;
  57112. /**
  57113. * Execute a simplification task
  57114. * @param task defines the task to run
  57115. */
  57116. runSimplification(task: ISimplificationTask): void;
  57117. private getSimplifier;
  57118. }
  57119. /**
  57120. * The implemented types of simplification
  57121. * At the moment only Quadratic Error Decimation is implemented
  57122. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57123. */
  57124. export enum SimplificationType {
  57125. /** Quadratic error decimation */
  57126. QUADRATIC = 0
  57127. }
  57128. }
  57129. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57130. import { Scene } from "babylonjs/scene";
  57131. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57132. import { ISceneComponent } from "babylonjs/sceneComponent";
  57133. module "babylonjs/scene" {
  57134. interface Scene {
  57135. /** @hidden (Backing field) */
  57136. _simplificationQueue: SimplificationQueue;
  57137. /**
  57138. * Gets or sets the simplification queue attached to the scene
  57139. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57140. */
  57141. simplificationQueue: SimplificationQueue;
  57142. }
  57143. }
  57144. module "babylonjs/Meshes/mesh" {
  57145. interface Mesh {
  57146. /**
  57147. * Simplify the mesh according to the given array of settings.
  57148. * Function will return immediately and will simplify async
  57149. * @param settings a collection of simplification settings
  57150. * @param parallelProcessing should all levels calculate parallel or one after the other
  57151. * @param simplificationType the type of simplification to run
  57152. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57153. * @returns the current mesh
  57154. */
  57155. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57156. }
  57157. }
  57158. /**
  57159. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57160. * created in a scene
  57161. */
  57162. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57163. /**
  57164. * The component name helpfull to identify the component in the list of scene components.
  57165. */
  57166. readonly name: string;
  57167. /**
  57168. * The scene the component belongs to.
  57169. */
  57170. scene: Scene;
  57171. /**
  57172. * Creates a new instance of the component for the given scene
  57173. * @param scene Defines the scene to register the component in
  57174. */
  57175. constructor(scene: Scene);
  57176. /**
  57177. * Registers the component in a given scene
  57178. */
  57179. register(): void;
  57180. /**
  57181. * Rebuilds the elements related to this component in case of
  57182. * context lost for instance.
  57183. */
  57184. rebuild(): void;
  57185. /**
  57186. * Disposes the component and the associated ressources
  57187. */
  57188. dispose(): void;
  57189. private _beforeCameraUpdate;
  57190. }
  57191. }
  57192. declare module "babylonjs/Meshes/Builders/index" {
  57193. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57194. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57195. export * from "babylonjs/Meshes/Builders/discBuilder";
  57196. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57197. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57198. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57199. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57200. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57201. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57202. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57203. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57204. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57205. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57206. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57207. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57208. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57209. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57210. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57211. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57212. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57213. }
  57214. declare module "babylonjs/Meshes/index" {
  57215. export * from "babylonjs/Meshes/abstractMesh";
  57216. export * from "babylonjs/Meshes/buffer";
  57217. export * from "babylonjs/Meshes/Compression/index";
  57218. export * from "babylonjs/Meshes/csg";
  57219. export * from "babylonjs/Meshes/geometry";
  57220. export * from "babylonjs/Meshes/groundMesh";
  57221. export * from "babylonjs/Meshes/trailMesh";
  57222. export * from "babylonjs/Meshes/instancedMesh";
  57223. export * from "babylonjs/Meshes/linesMesh";
  57224. export * from "babylonjs/Meshes/mesh";
  57225. export * from "babylonjs/Meshes/mesh.vertexData";
  57226. export * from "babylonjs/Meshes/meshBuilder";
  57227. export * from "babylonjs/Meshes/meshSimplification";
  57228. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57229. export * from "babylonjs/Meshes/polygonMesh";
  57230. export * from "babylonjs/Meshes/subMesh";
  57231. export * from "babylonjs/Meshes/meshLODLevel";
  57232. export * from "babylonjs/Meshes/transformNode";
  57233. export * from "babylonjs/Meshes/Builders/index";
  57234. export * from "babylonjs/Meshes/dataBuffer";
  57235. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57236. }
  57237. declare module "babylonjs/Morph/index" {
  57238. export * from "babylonjs/Morph/morphTarget";
  57239. export * from "babylonjs/Morph/morphTargetManager";
  57240. }
  57241. declare module "babylonjs/Navigation/INavigationEngine" {
  57242. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57243. import { Vector3 } from "babylonjs/Maths/math";
  57244. import { Mesh } from "babylonjs/Meshes/mesh";
  57245. import { Scene } from "babylonjs/scene";
  57246. /**
  57247. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57248. */
  57249. export interface INavigationEnginePlugin {
  57250. /**
  57251. * plugin name
  57252. */
  57253. name: string;
  57254. /**
  57255. * Creates a navigation mesh
  57256. * @param meshes array of all the geometry used to compute the navigatio mesh
  57257. * @param parameters bunch of parameters used to filter geometry
  57258. */
  57259. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57260. /**
  57261. * Create a navigation mesh debug mesh
  57262. * @param scene is where the mesh will be added
  57263. * @returns debug display mesh
  57264. */
  57265. createDebugNavMesh(scene: Scene): Mesh;
  57266. /**
  57267. * Get a navigation mesh constrained position, closest to the parameter position
  57268. * @param position world position
  57269. * @returns the closest point to position constrained by the navigation mesh
  57270. */
  57271. getClosestPoint(position: Vector3): Vector3;
  57272. /**
  57273. * Get a navigation mesh constrained position, within a particular radius
  57274. * @param position world position
  57275. * @param maxRadius the maximum distance to the constrained world position
  57276. * @returns the closest point to position constrained by the navigation mesh
  57277. */
  57278. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57279. /**
  57280. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57281. * @param start world position
  57282. * @param end world position
  57283. * @returns array containing world position composing the path
  57284. */
  57285. computePath(start: Vector3, end: Vector3): Vector3[];
  57286. /**
  57287. * If this plugin is supported
  57288. * @returns true if plugin is supported
  57289. */
  57290. isSupported(): boolean;
  57291. /**
  57292. * Create a new Crowd so you can add agents
  57293. * @param maxAgents the maximum agent count in the crowd
  57294. * @param maxAgentRadius the maximum radius an agent can have
  57295. * @param scene to attach the crowd to
  57296. * @returns the crowd you can add agents to
  57297. */
  57298. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57299. /**
  57300. * Release all resources
  57301. */
  57302. dispose(): void;
  57303. }
  57304. /**
  57305. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57306. */
  57307. export interface ICrowd {
  57308. /**
  57309. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57310. * You can attach anything to that node. The node position is updated in the scene update tick.
  57311. * @param pos world position that will be constrained by the navigation mesh
  57312. * @param parameters agent parameters
  57313. * @param transform hooked to the agent that will be update by the scene
  57314. * @returns agent index
  57315. */
  57316. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57317. /**
  57318. * Returns the agent position in world space
  57319. * @param index agent index returned by addAgent
  57320. * @returns world space position
  57321. */
  57322. getAgentPosition(index: number): Vector3;
  57323. /**
  57324. * Gets the agent velocity in world space
  57325. * @param index agent index returned by addAgent
  57326. * @returns world space velocity
  57327. */
  57328. getAgentVelocity(index: number): Vector3;
  57329. /**
  57330. * remove a particular agent previously created
  57331. * @param index agent index returned by addAgent
  57332. */
  57333. removeAgent(index: number): void;
  57334. /**
  57335. * get the list of all agents attached to this crowd
  57336. * @returns list of agent indices
  57337. */
  57338. getAgents(): number[];
  57339. /**
  57340. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57341. * @param deltaTime in seconds
  57342. */
  57343. update(deltaTime: number): void;
  57344. /**
  57345. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57346. * @param index agent index returned by addAgent
  57347. * @param destination targeted world position
  57348. */
  57349. agentGoto(index: number, destination: Vector3): void;
  57350. /**
  57351. * Release all resources
  57352. */
  57353. dispose(): void;
  57354. }
  57355. /**
  57356. * Configures an agent
  57357. */
  57358. export interface IAgentParameters {
  57359. /**
  57360. * Agent radius. [Limit: >= 0]
  57361. */
  57362. radius: number;
  57363. /**
  57364. * Agent height. [Limit: > 0]
  57365. */
  57366. height: number;
  57367. /**
  57368. * Maximum allowed acceleration. [Limit: >= 0]
  57369. */
  57370. maxAcceleration: number;
  57371. /**
  57372. * Maximum allowed speed. [Limit: >= 0]
  57373. */
  57374. maxSpeed: number;
  57375. /**
  57376. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57377. */
  57378. collisionQueryRange: number;
  57379. /**
  57380. * The path visibility optimization range. [Limit: > 0]
  57381. */
  57382. pathOptimizationRange: number;
  57383. /**
  57384. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57385. */
  57386. separationWeight: number;
  57387. }
  57388. /**
  57389. * Configures the navigation mesh creation
  57390. */
  57391. export interface INavMeshParameters {
  57392. /**
  57393. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57394. */
  57395. cs: number;
  57396. /**
  57397. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57398. */
  57399. ch: number;
  57400. /**
  57401. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57402. */
  57403. walkableSlopeAngle: number;
  57404. /**
  57405. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57406. * be considered walkable. [Limit: >= 3] [Units: vx]
  57407. */
  57408. walkableHeight: number;
  57409. /**
  57410. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57411. */
  57412. walkableClimb: number;
  57413. /**
  57414. * The distance to erode/shrink the walkable area of the heightfield away from
  57415. * obstructions. [Limit: >=0] [Units: vx]
  57416. */
  57417. walkableRadius: number;
  57418. /**
  57419. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57420. */
  57421. maxEdgeLen: number;
  57422. /**
  57423. * The maximum distance a simplfied contour's border edges should deviate
  57424. * the original raw contour. [Limit: >=0] [Units: vx]
  57425. */
  57426. maxSimplificationError: number;
  57427. /**
  57428. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57429. */
  57430. minRegionArea: number;
  57431. /**
  57432. * Any regions with a span count smaller than this value will, if possible,
  57433. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57434. */
  57435. mergeRegionArea: number;
  57436. /**
  57437. * The maximum number of vertices allowed for polygons generated during the
  57438. * contour to polygon conversion process. [Limit: >= 3]
  57439. */
  57440. maxVertsPerPoly: number;
  57441. /**
  57442. * Sets the sampling distance to use when generating the detail mesh.
  57443. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57444. */
  57445. detailSampleDist: number;
  57446. /**
  57447. * The maximum distance the detail mesh surface should deviate from heightfield
  57448. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57449. */
  57450. detailSampleMaxError: number;
  57451. }
  57452. }
  57453. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57454. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57455. import { Mesh } from "babylonjs/Meshes/mesh";
  57456. import { Scene } from "babylonjs/scene";
  57457. import { Vector3 } from "babylonjs/Maths/math";
  57458. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57459. /**
  57460. * RecastJS navigation plugin
  57461. */
  57462. export class RecastJSPlugin implements INavigationEnginePlugin {
  57463. /**
  57464. * Reference to the Recast library
  57465. */
  57466. bjsRECAST: any;
  57467. /**
  57468. * plugin name
  57469. */
  57470. name: string;
  57471. /**
  57472. * the first navmesh created. We might extend this to support multiple navmeshes
  57473. */
  57474. navMesh: any;
  57475. /**
  57476. * Initializes the recastJS plugin
  57477. * @param recastInjection can be used to inject your own recast reference
  57478. */
  57479. constructor(recastInjection?: any);
  57480. /**
  57481. * Creates a navigation mesh
  57482. * @param meshes array of all the geometry used to compute the navigatio mesh
  57483. * @param parameters bunch of parameters used to filter geometry
  57484. */
  57485. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57486. /**
  57487. * Create a navigation mesh debug mesh
  57488. * @param scene is where the mesh will be added
  57489. * @returns debug display mesh
  57490. */
  57491. createDebugNavMesh(scene: Scene): Mesh;
  57492. /**
  57493. * Get a navigation mesh constrained position, closest to the parameter position
  57494. * @param position world position
  57495. * @returns the closest point to position constrained by the navigation mesh
  57496. */
  57497. getClosestPoint(position: Vector3): Vector3;
  57498. /**
  57499. * Get a navigation mesh constrained position, within a particular radius
  57500. * @param position world position
  57501. * @param maxRadius the maximum distance to the constrained world position
  57502. * @returns the closest point to position constrained by the navigation mesh
  57503. */
  57504. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57505. /**
  57506. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57507. * @param start world position
  57508. * @param end world position
  57509. * @returns array containing world position composing the path
  57510. */
  57511. computePath(start: Vector3, end: Vector3): Vector3[];
  57512. /**
  57513. * Create a new Crowd so you can add agents
  57514. * @param maxAgents the maximum agent count in the crowd
  57515. * @param maxAgentRadius the maximum radius an agent can have
  57516. * @param scene to attach the crowd to
  57517. * @returns the crowd you can add agents to
  57518. */
  57519. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57520. /**
  57521. * Disposes
  57522. */
  57523. dispose(): void;
  57524. /**
  57525. * If this plugin is supported
  57526. * @returns true if plugin is supported
  57527. */
  57528. isSupported(): boolean;
  57529. }
  57530. /**
  57531. * Recast detour crowd implementation
  57532. */
  57533. export class RecastJSCrowd implements ICrowd {
  57534. /**
  57535. * Recast/detour plugin
  57536. */
  57537. bjsRECASTPlugin: RecastJSPlugin;
  57538. /**
  57539. * Link to the detour crowd
  57540. */
  57541. recastCrowd: any;
  57542. /**
  57543. * One transform per agent
  57544. */
  57545. transforms: TransformNode[];
  57546. /**
  57547. * All agents created
  57548. */
  57549. agents: number[];
  57550. /**
  57551. * Link to the scene is kept to unregister the crowd from the scene
  57552. */
  57553. private _scene;
  57554. /**
  57555. * Observer for crowd updates
  57556. */
  57557. private _onBeforeAnimationsObserver;
  57558. /**
  57559. * Constructor
  57560. * @param plugin recastJS plugin
  57561. * @param maxAgents the maximum agent count in the crowd
  57562. * @param maxAgentRadius the maximum radius an agent can have
  57563. * @param scene to attach the crowd to
  57564. * @returns the crowd you can add agents to
  57565. */
  57566. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57567. /**
  57568. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57569. * You can attach anything to that node. The node position is updated in the scene update tick.
  57570. * @param pos world position that will be constrained by the navigation mesh
  57571. * @param parameters agent parameters
  57572. * @param transform hooked to the agent that will be update by the scene
  57573. * @returns agent index
  57574. */
  57575. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57576. /**
  57577. * Returns the agent position in world space
  57578. * @param index agent index returned by addAgent
  57579. * @returns world space position
  57580. */
  57581. getAgentPosition(index: number): Vector3;
  57582. /**
  57583. * Returns the agent velocity in world space
  57584. * @param index agent index returned by addAgent
  57585. * @returns world space velocity
  57586. */
  57587. getAgentVelocity(index: number): Vector3;
  57588. /**
  57589. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57590. * @param index agent index returned by addAgent
  57591. * @param destination targeted world position
  57592. */
  57593. agentGoto(index: number, destination: Vector3): void;
  57594. /**
  57595. * remove a particular agent previously created
  57596. * @param index agent index returned by addAgent
  57597. */
  57598. removeAgent(index: number): void;
  57599. /**
  57600. * get the list of all agents attached to this crowd
  57601. * @returns list of agent indices
  57602. */
  57603. getAgents(): number[];
  57604. /**
  57605. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57606. * @param deltaTime in seconds
  57607. */
  57608. update(deltaTime: number): void;
  57609. /**
  57610. * Release all resources
  57611. */
  57612. dispose(): void;
  57613. }
  57614. }
  57615. declare module "babylonjs/Navigation/Plugins/index" {
  57616. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57617. }
  57618. declare module "babylonjs/Navigation/index" {
  57619. export * from "babylonjs/Navigation/INavigationEngine";
  57620. export * from "babylonjs/Navigation/Plugins/index";
  57621. }
  57622. declare module "babylonjs/Offline/database" {
  57623. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57624. /**
  57625. * Class used to enable access to IndexedDB
  57626. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57627. */
  57628. export class Database implements IOfflineProvider {
  57629. private _callbackManifestChecked;
  57630. private _currentSceneUrl;
  57631. private _db;
  57632. private _enableSceneOffline;
  57633. private _enableTexturesOffline;
  57634. private _manifestVersionFound;
  57635. private _mustUpdateRessources;
  57636. private _hasReachedQuota;
  57637. private _isSupported;
  57638. private _idbFactory;
  57639. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57640. private static IsUASupportingBlobStorage;
  57641. /**
  57642. * Gets a boolean indicating if Database storate is enabled (off by default)
  57643. */
  57644. static IDBStorageEnabled: boolean;
  57645. /**
  57646. * Gets a boolean indicating if scene must be saved in the database
  57647. */
  57648. readonly enableSceneOffline: boolean;
  57649. /**
  57650. * Gets a boolean indicating if textures must be saved in the database
  57651. */
  57652. readonly enableTexturesOffline: boolean;
  57653. /**
  57654. * Creates a new Database
  57655. * @param urlToScene defines the url to load the scene
  57656. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57657. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57658. */
  57659. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57660. private static _ParseURL;
  57661. private static _ReturnFullUrlLocation;
  57662. private _checkManifestFile;
  57663. /**
  57664. * Open the database and make it available
  57665. * @param successCallback defines the callback to call on success
  57666. * @param errorCallback defines the callback to call on error
  57667. */
  57668. open(successCallback: () => void, errorCallback: () => void): void;
  57669. /**
  57670. * Loads an image from the database
  57671. * @param url defines the url to load from
  57672. * @param image defines the target DOM image
  57673. */
  57674. loadImage(url: string, image: HTMLImageElement): void;
  57675. private _loadImageFromDBAsync;
  57676. private _saveImageIntoDBAsync;
  57677. private _checkVersionFromDB;
  57678. private _loadVersionFromDBAsync;
  57679. private _saveVersionIntoDBAsync;
  57680. /**
  57681. * Loads a file from database
  57682. * @param url defines the URL to load from
  57683. * @param sceneLoaded defines a callback to call on success
  57684. * @param progressCallBack defines a callback to call when progress changed
  57685. * @param errorCallback defines a callback to call on error
  57686. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57687. */
  57688. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57689. private _loadFileAsync;
  57690. private _saveFileAsync;
  57691. /**
  57692. * Validates if xhr data is correct
  57693. * @param xhr defines the request to validate
  57694. * @param dataType defines the expected data type
  57695. * @returns true if data is correct
  57696. */
  57697. private static _ValidateXHRData;
  57698. }
  57699. }
  57700. declare module "babylonjs/Offline/index" {
  57701. export * from "babylonjs/Offline/database";
  57702. export * from "babylonjs/Offline/IOfflineProvider";
  57703. }
  57704. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57705. /** @hidden */
  57706. export var gpuUpdateParticlesPixelShader: {
  57707. name: string;
  57708. shader: string;
  57709. };
  57710. }
  57711. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57712. /** @hidden */
  57713. export var gpuUpdateParticlesVertexShader: {
  57714. name: string;
  57715. shader: string;
  57716. };
  57717. }
  57718. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57719. /** @hidden */
  57720. export var clipPlaneFragmentDeclaration2: {
  57721. name: string;
  57722. shader: string;
  57723. };
  57724. }
  57725. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57726. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57727. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57728. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57729. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57730. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57731. /** @hidden */
  57732. export var gpuRenderParticlesPixelShader: {
  57733. name: string;
  57734. shader: string;
  57735. };
  57736. }
  57737. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57738. /** @hidden */
  57739. export var clipPlaneVertexDeclaration2: {
  57740. name: string;
  57741. shader: string;
  57742. };
  57743. }
  57744. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57745. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57746. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57747. /** @hidden */
  57748. export var gpuRenderParticlesVertexShader: {
  57749. name: string;
  57750. shader: string;
  57751. };
  57752. }
  57753. declare module "babylonjs/Particles/gpuParticleSystem" {
  57754. import { Nullable } from "babylonjs/types";
  57755. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57756. import { Observable } from "babylonjs/Misc/observable";
  57757. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57758. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57759. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57760. import { Scene, IDisposable } from "babylonjs/scene";
  57761. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57762. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57763. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57764. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57765. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57766. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57767. /**
  57768. * This represents a GPU particle system in Babylon
  57769. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57770. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57771. */
  57772. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57773. /**
  57774. * The layer mask we are rendering the particles through.
  57775. */
  57776. layerMask: number;
  57777. private _capacity;
  57778. private _activeCount;
  57779. private _currentActiveCount;
  57780. private _accumulatedCount;
  57781. private _renderEffect;
  57782. private _updateEffect;
  57783. private _buffer0;
  57784. private _buffer1;
  57785. private _spriteBuffer;
  57786. private _updateVAO;
  57787. private _renderVAO;
  57788. private _targetIndex;
  57789. private _sourceBuffer;
  57790. private _targetBuffer;
  57791. private _engine;
  57792. private _currentRenderId;
  57793. private _started;
  57794. private _stopped;
  57795. private _timeDelta;
  57796. private _randomTexture;
  57797. private _randomTexture2;
  57798. private _attributesStrideSize;
  57799. private _updateEffectOptions;
  57800. private _randomTextureSize;
  57801. private _actualFrame;
  57802. private readonly _rawTextureWidth;
  57803. /**
  57804. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57805. */
  57806. static readonly IsSupported: boolean;
  57807. /**
  57808. * An event triggered when the system is disposed.
  57809. */
  57810. onDisposeObservable: Observable<GPUParticleSystem>;
  57811. /**
  57812. * Gets the maximum number of particles active at the same time.
  57813. * @returns The max number of active particles.
  57814. */
  57815. getCapacity(): number;
  57816. /**
  57817. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57818. * to override the particles.
  57819. */
  57820. forceDepthWrite: boolean;
  57821. /**
  57822. * Gets or set the number of active particles
  57823. */
  57824. activeParticleCount: number;
  57825. private _preWarmDone;
  57826. /**
  57827. * Is this system ready to be used/rendered
  57828. * @return true if the system is ready
  57829. */
  57830. isReady(): boolean;
  57831. /**
  57832. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57833. * @returns True if it has been started, otherwise false.
  57834. */
  57835. isStarted(): boolean;
  57836. /**
  57837. * Starts the particle system and begins to emit
  57838. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57839. */
  57840. start(delay?: number): void;
  57841. /**
  57842. * Stops the particle system.
  57843. */
  57844. stop(): void;
  57845. /**
  57846. * Remove all active particles
  57847. */
  57848. reset(): void;
  57849. /**
  57850. * Returns the string "GPUParticleSystem"
  57851. * @returns a string containing the class name
  57852. */
  57853. getClassName(): string;
  57854. private _colorGradientsTexture;
  57855. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57856. /**
  57857. * Adds a new color gradient
  57858. * @param gradient defines the gradient to use (between 0 and 1)
  57859. * @param color1 defines the color to affect to the specified gradient
  57860. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57861. * @returns the current particle system
  57862. */
  57863. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57864. /**
  57865. * Remove a specific color gradient
  57866. * @param gradient defines the gradient to remove
  57867. * @returns the current particle system
  57868. */
  57869. removeColorGradient(gradient: number): GPUParticleSystem;
  57870. private _angularSpeedGradientsTexture;
  57871. private _sizeGradientsTexture;
  57872. private _velocityGradientsTexture;
  57873. private _limitVelocityGradientsTexture;
  57874. private _dragGradientsTexture;
  57875. private _addFactorGradient;
  57876. /**
  57877. * Adds a new size gradient
  57878. * @param gradient defines the gradient to use (between 0 and 1)
  57879. * @param factor defines the size factor to affect to the specified gradient
  57880. * @returns the current particle system
  57881. */
  57882. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57883. /**
  57884. * Remove a specific size gradient
  57885. * @param gradient defines the gradient to remove
  57886. * @returns the current particle system
  57887. */
  57888. removeSizeGradient(gradient: number): GPUParticleSystem;
  57889. /**
  57890. * Adds a new angular speed gradient
  57891. * @param gradient defines the gradient to use (between 0 and 1)
  57892. * @param factor defines the angular speed to affect to the specified gradient
  57893. * @returns the current particle system
  57894. */
  57895. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57896. /**
  57897. * Remove a specific angular speed gradient
  57898. * @param gradient defines the gradient to remove
  57899. * @returns the current particle system
  57900. */
  57901. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57902. /**
  57903. * Adds a new velocity gradient
  57904. * @param gradient defines the gradient to use (between 0 and 1)
  57905. * @param factor defines the velocity to affect to the specified gradient
  57906. * @returns the current particle system
  57907. */
  57908. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57909. /**
  57910. * Remove a specific velocity gradient
  57911. * @param gradient defines the gradient to remove
  57912. * @returns the current particle system
  57913. */
  57914. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57915. /**
  57916. * Adds a new limit velocity gradient
  57917. * @param gradient defines the gradient to use (between 0 and 1)
  57918. * @param factor defines the limit velocity value to affect to the specified gradient
  57919. * @returns the current particle system
  57920. */
  57921. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57922. /**
  57923. * Remove a specific limit velocity gradient
  57924. * @param gradient defines the gradient to remove
  57925. * @returns the current particle system
  57926. */
  57927. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57928. /**
  57929. * Adds a new drag gradient
  57930. * @param gradient defines the gradient to use (between 0 and 1)
  57931. * @param factor defines the drag value to affect to the specified gradient
  57932. * @returns the current particle system
  57933. */
  57934. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  57935. /**
  57936. * Remove a specific drag gradient
  57937. * @param gradient defines the gradient to remove
  57938. * @returns the current particle system
  57939. */
  57940. removeDragGradient(gradient: number): GPUParticleSystem;
  57941. /**
  57942. * Not supported by GPUParticleSystem
  57943. * @param gradient defines the gradient to use (between 0 and 1)
  57944. * @param factor defines the emit rate value to affect to the specified gradient
  57945. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57946. * @returns the current particle system
  57947. */
  57948. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57949. /**
  57950. * Not supported by GPUParticleSystem
  57951. * @param gradient defines the gradient to remove
  57952. * @returns the current particle system
  57953. */
  57954. removeEmitRateGradient(gradient: number): IParticleSystem;
  57955. /**
  57956. * Not supported by GPUParticleSystem
  57957. * @param gradient defines the gradient to use (between 0 and 1)
  57958. * @param factor defines the start size value to affect to the specified gradient
  57959. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57960. * @returns the current particle system
  57961. */
  57962. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57963. /**
  57964. * Not supported by GPUParticleSystem
  57965. * @param gradient defines the gradient to remove
  57966. * @returns the current particle system
  57967. */
  57968. removeStartSizeGradient(gradient: number): IParticleSystem;
  57969. /**
  57970. * Not supported by GPUParticleSystem
  57971. * @param gradient defines the gradient to use (between 0 and 1)
  57972. * @param min defines the color remap minimal range
  57973. * @param max defines the color remap maximal range
  57974. * @returns the current particle system
  57975. */
  57976. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57977. /**
  57978. * Not supported by GPUParticleSystem
  57979. * @param gradient defines the gradient to remove
  57980. * @returns the current particle system
  57981. */
  57982. removeColorRemapGradient(): IParticleSystem;
  57983. /**
  57984. * Not supported by GPUParticleSystem
  57985. * @param gradient defines the gradient to use (between 0 and 1)
  57986. * @param min defines the alpha remap minimal range
  57987. * @param max defines the alpha remap maximal range
  57988. * @returns the current particle system
  57989. */
  57990. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57991. /**
  57992. * Not supported by GPUParticleSystem
  57993. * @param gradient defines the gradient to remove
  57994. * @returns the current particle system
  57995. */
  57996. removeAlphaRemapGradient(): IParticleSystem;
  57997. /**
  57998. * Not supported by GPUParticleSystem
  57999. * @param gradient defines the gradient to use (between 0 and 1)
  58000. * @param color defines the color to affect to the specified gradient
  58001. * @returns the current particle system
  58002. */
  58003. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58004. /**
  58005. * Not supported by GPUParticleSystem
  58006. * @param gradient defines the gradient to remove
  58007. * @returns the current particle system
  58008. */
  58009. removeRampGradient(): IParticleSystem;
  58010. /**
  58011. * Not supported by GPUParticleSystem
  58012. * @returns the list of ramp gradients
  58013. */
  58014. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58015. /**
  58016. * Not supported by GPUParticleSystem
  58017. * Gets or sets a boolean indicating that ramp gradients must be used
  58018. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58019. */
  58020. useRampGradients: boolean;
  58021. /**
  58022. * Not supported by GPUParticleSystem
  58023. * @param gradient defines the gradient to use (between 0 and 1)
  58024. * @param factor defines the life time factor to affect to the specified gradient
  58025. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58026. * @returns the current particle system
  58027. */
  58028. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58029. /**
  58030. * Not supported by GPUParticleSystem
  58031. * @param gradient defines the gradient to remove
  58032. * @returns the current particle system
  58033. */
  58034. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58035. /**
  58036. * Instantiates a GPU particle system.
  58037. * 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.
  58038. * @param name The name of the particle system
  58039. * @param options The options used to create the system
  58040. * @param scene The scene the particle system belongs to
  58041. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58042. */
  58043. constructor(name: string, options: Partial<{
  58044. capacity: number;
  58045. randomTextureSize: number;
  58046. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58047. protected _reset(): void;
  58048. private _createUpdateVAO;
  58049. private _createRenderVAO;
  58050. private _initialize;
  58051. /** @hidden */
  58052. _recreateUpdateEffect(): void;
  58053. /** @hidden */
  58054. _recreateRenderEffect(): void;
  58055. /**
  58056. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58057. * @param preWarm defines if we are in the pre-warmimg phase
  58058. */
  58059. animate(preWarm?: boolean): void;
  58060. private _createFactorGradientTexture;
  58061. private _createSizeGradientTexture;
  58062. private _createAngularSpeedGradientTexture;
  58063. private _createVelocityGradientTexture;
  58064. private _createLimitVelocityGradientTexture;
  58065. private _createDragGradientTexture;
  58066. private _createColorGradientTexture;
  58067. /**
  58068. * Renders the particle system in its current state
  58069. * @param preWarm defines if the system should only update the particles but not render them
  58070. * @returns the current number of particles
  58071. */
  58072. render(preWarm?: boolean): number;
  58073. /**
  58074. * Rebuilds the particle system
  58075. */
  58076. rebuild(): void;
  58077. private _releaseBuffers;
  58078. private _releaseVAOs;
  58079. /**
  58080. * Disposes the particle system and free the associated resources
  58081. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58082. */
  58083. dispose(disposeTexture?: boolean): void;
  58084. /**
  58085. * Clones the particle system.
  58086. * @param name The name of the cloned object
  58087. * @param newEmitter The new emitter to use
  58088. * @returns the cloned particle system
  58089. */
  58090. clone(name: string, newEmitter: any): GPUParticleSystem;
  58091. /**
  58092. * Serializes the particle system to a JSON object.
  58093. * @returns the JSON object
  58094. */
  58095. serialize(): any;
  58096. /**
  58097. * Parses a JSON object to create a GPU particle system.
  58098. * @param parsedParticleSystem The JSON object to parse
  58099. * @param scene The scene to create the particle system in
  58100. * @param rootUrl The root url to use to load external dependencies like texture
  58101. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58102. * @returns the parsed GPU particle system
  58103. */
  58104. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58105. }
  58106. }
  58107. declare module "babylonjs/Particles/particleSystemSet" {
  58108. import { Nullable } from "babylonjs/types";
  58109. import { Color3 } from "babylonjs/Maths/math.color";
  58110. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58112. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58113. import { Scene, IDisposable } from "babylonjs/scene";
  58114. /**
  58115. * Represents a set of particle systems working together to create a specific effect
  58116. */
  58117. export class ParticleSystemSet implements IDisposable {
  58118. private _emitterCreationOptions;
  58119. private _emitterNode;
  58120. /**
  58121. * Gets the particle system list
  58122. */
  58123. systems: IParticleSystem[];
  58124. /**
  58125. * Gets the emitter node used with this set
  58126. */
  58127. readonly emitterNode: Nullable<TransformNode>;
  58128. /**
  58129. * Creates a new emitter mesh as a sphere
  58130. * @param options defines the options used to create the sphere
  58131. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58132. * @param scene defines the hosting scene
  58133. */
  58134. setEmitterAsSphere(options: {
  58135. diameter: number;
  58136. segments: number;
  58137. color: Color3;
  58138. }, renderingGroupId: number, scene: Scene): void;
  58139. /**
  58140. * Starts all particle systems of the set
  58141. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58142. */
  58143. start(emitter?: AbstractMesh): void;
  58144. /**
  58145. * Release all associated resources
  58146. */
  58147. dispose(): void;
  58148. /**
  58149. * Serialize the set into a JSON compatible object
  58150. * @returns a JSON compatible representation of the set
  58151. */
  58152. serialize(): any;
  58153. /**
  58154. * Parse a new ParticleSystemSet from a serialized source
  58155. * @param data defines a JSON compatible representation of the set
  58156. * @param scene defines the hosting scene
  58157. * @param gpu defines if we want GPU particles or CPU particles
  58158. * @returns a new ParticleSystemSet
  58159. */
  58160. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58161. }
  58162. }
  58163. declare module "babylonjs/Particles/particleHelper" {
  58164. import { Nullable } from "babylonjs/types";
  58165. import { Scene } from "babylonjs/scene";
  58166. import { Vector3 } from "babylonjs/Maths/math.vector";
  58167. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58168. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58169. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58170. /**
  58171. * This class is made for on one-liner static method to help creating particle system set.
  58172. */
  58173. export class ParticleHelper {
  58174. /**
  58175. * Gets or sets base Assets URL
  58176. */
  58177. static BaseAssetsUrl: string;
  58178. /**
  58179. * Create a default particle system that you can tweak
  58180. * @param emitter defines the emitter to use
  58181. * @param capacity defines the system capacity (default is 500 particles)
  58182. * @param scene defines the hosting scene
  58183. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58184. * @returns the new Particle system
  58185. */
  58186. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58187. /**
  58188. * This is the main static method (one-liner) of this helper to create different particle systems
  58189. * @param type This string represents the type to the particle system to create
  58190. * @param scene The scene where the particle system should live
  58191. * @param gpu If the system will use gpu
  58192. * @returns the ParticleSystemSet created
  58193. */
  58194. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58195. /**
  58196. * Static function used to export a particle system to a ParticleSystemSet variable.
  58197. * Please note that the emitter shape is not exported
  58198. * @param systems defines the particle systems to export
  58199. * @returns the created particle system set
  58200. */
  58201. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58202. }
  58203. }
  58204. declare module "babylonjs/Particles/particleSystemComponent" {
  58205. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58206. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58207. import "babylonjs/Shaders/particles.vertex";
  58208. module "babylonjs/Engines/engine" {
  58209. interface Engine {
  58210. /**
  58211. * Create an effect to use with particle systems.
  58212. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58213. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58214. * @param uniformsNames defines a list of attribute names
  58215. * @param samplers defines an array of string used to represent textures
  58216. * @param defines defines the string containing the defines to use to compile the shaders
  58217. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58218. * @param onCompiled defines a function to call when the effect creation is successful
  58219. * @param onError defines a function to call when the effect creation has failed
  58220. * @returns the new Effect
  58221. */
  58222. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58223. }
  58224. }
  58225. module "babylonjs/Meshes/mesh" {
  58226. interface Mesh {
  58227. /**
  58228. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58229. * @returns an array of IParticleSystem
  58230. */
  58231. getEmittedParticleSystems(): IParticleSystem[];
  58232. /**
  58233. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58234. * @returns an array of IParticleSystem
  58235. */
  58236. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58237. }
  58238. }
  58239. /**
  58240. * @hidden
  58241. */
  58242. export var _IDoNeedToBeInTheBuild: number;
  58243. }
  58244. declare module "babylonjs/Particles/index" {
  58245. export * from "babylonjs/Particles/baseParticleSystem";
  58246. export * from "babylonjs/Particles/EmitterTypes/index";
  58247. export * from "babylonjs/Particles/gpuParticleSystem";
  58248. export * from "babylonjs/Particles/IParticleSystem";
  58249. export * from "babylonjs/Particles/particle";
  58250. export * from "babylonjs/Particles/particleHelper";
  58251. export * from "babylonjs/Particles/particleSystem";
  58252. export * from "babylonjs/Particles/particleSystemComponent";
  58253. export * from "babylonjs/Particles/particleSystemSet";
  58254. export * from "babylonjs/Particles/solidParticle";
  58255. export * from "babylonjs/Particles/solidParticleSystem";
  58256. export * from "babylonjs/Particles/subEmitter";
  58257. }
  58258. declare module "babylonjs/Physics/physicsEngineComponent" {
  58259. import { Nullable } from "babylonjs/types";
  58260. import { Observable, Observer } from "babylonjs/Misc/observable";
  58261. import { Vector3 } from "babylonjs/Maths/math.vector";
  58262. import { Mesh } from "babylonjs/Meshes/mesh";
  58263. import { ISceneComponent } from "babylonjs/sceneComponent";
  58264. import { Scene } from "babylonjs/scene";
  58265. import { Node } from "babylonjs/node";
  58266. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58267. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58268. module "babylonjs/scene" {
  58269. interface Scene {
  58270. /** @hidden (Backing field) */
  58271. _physicsEngine: Nullable<IPhysicsEngine>;
  58272. /**
  58273. * Gets the current physics engine
  58274. * @returns a IPhysicsEngine or null if none attached
  58275. */
  58276. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58277. /**
  58278. * Enables physics to the current scene
  58279. * @param gravity defines the scene's gravity for the physics engine
  58280. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58281. * @return a boolean indicating if the physics engine was initialized
  58282. */
  58283. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58284. /**
  58285. * Disables and disposes the physics engine associated with the scene
  58286. */
  58287. disablePhysicsEngine(): void;
  58288. /**
  58289. * Gets a boolean indicating if there is an active physics engine
  58290. * @returns a boolean indicating if there is an active physics engine
  58291. */
  58292. isPhysicsEnabled(): boolean;
  58293. /**
  58294. * Deletes a physics compound impostor
  58295. * @param compound defines the compound to delete
  58296. */
  58297. deleteCompoundImpostor(compound: any): void;
  58298. /**
  58299. * An event triggered when physic simulation is about to be run
  58300. */
  58301. onBeforePhysicsObservable: Observable<Scene>;
  58302. /**
  58303. * An event triggered when physic simulation has been done
  58304. */
  58305. onAfterPhysicsObservable: Observable<Scene>;
  58306. }
  58307. }
  58308. module "babylonjs/Meshes/abstractMesh" {
  58309. interface AbstractMesh {
  58310. /** @hidden */
  58311. _physicsImpostor: Nullable<PhysicsImpostor>;
  58312. /**
  58313. * Gets or sets impostor used for physic simulation
  58314. * @see http://doc.babylonjs.com/features/physics_engine
  58315. */
  58316. physicsImpostor: Nullable<PhysicsImpostor>;
  58317. /**
  58318. * Gets the current physics impostor
  58319. * @see http://doc.babylonjs.com/features/physics_engine
  58320. * @returns a physics impostor or null
  58321. */
  58322. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58323. /** Apply a physic impulse to the mesh
  58324. * @param force defines the force to apply
  58325. * @param contactPoint defines where to apply the force
  58326. * @returns the current mesh
  58327. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58328. */
  58329. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58330. /**
  58331. * Creates a physic joint between two meshes
  58332. * @param otherMesh defines the other mesh to use
  58333. * @param pivot1 defines the pivot to use on this mesh
  58334. * @param pivot2 defines the pivot to use on the other mesh
  58335. * @param options defines additional options (can be plugin dependent)
  58336. * @returns the current mesh
  58337. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58338. */
  58339. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58340. /** @hidden */
  58341. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58342. }
  58343. }
  58344. /**
  58345. * Defines the physics engine scene component responsible to manage a physics engine
  58346. */
  58347. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58348. /**
  58349. * The component name helpful to identify the component in the list of scene components.
  58350. */
  58351. readonly name: string;
  58352. /**
  58353. * The scene the component belongs to.
  58354. */
  58355. scene: Scene;
  58356. /**
  58357. * Creates a new instance of the component for the given scene
  58358. * @param scene Defines the scene to register the component in
  58359. */
  58360. constructor(scene: Scene);
  58361. /**
  58362. * Registers the component in a given scene
  58363. */
  58364. register(): void;
  58365. /**
  58366. * Rebuilds the elements related to this component in case of
  58367. * context lost for instance.
  58368. */
  58369. rebuild(): void;
  58370. /**
  58371. * Disposes the component and the associated ressources
  58372. */
  58373. dispose(): void;
  58374. }
  58375. }
  58376. declare module "babylonjs/Physics/physicsHelper" {
  58377. import { Nullable } from "babylonjs/types";
  58378. import { Vector3 } from "babylonjs/Maths/math.vector";
  58379. import { Mesh } from "babylonjs/Meshes/mesh";
  58380. import { Scene } from "babylonjs/scene";
  58381. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58382. /**
  58383. * A helper for physics simulations
  58384. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58385. */
  58386. export class PhysicsHelper {
  58387. private _scene;
  58388. private _physicsEngine;
  58389. /**
  58390. * Initializes the Physics helper
  58391. * @param scene Babylon.js scene
  58392. */
  58393. constructor(scene: Scene);
  58394. /**
  58395. * Applies a radial explosion impulse
  58396. * @param origin the origin of the explosion
  58397. * @param radiusOrEventOptions the radius or the options of radial explosion
  58398. * @param strength the explosion strength
  58399. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58400. * @returns A physics radial explosion event, or null
  58401. */
  58402. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58403. /**
  58404. * Applies a radial explosion force
  58405. * @param origin the origin of the explosion
  58406. * @param radiusOrEventOptions the radius or the options of radial explosion
  58407. * @param strength the explosion strength
  58408. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58409. * @returns A physics radial explosion event, or null
  58410. */
  58411. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58412. /**
  58413. * Creates a gravitational field
  58414. * @param origin the origin of the explosion
  58415. * @param radiusOrEventOptions the radius or the options of radial explosion
  58416. * @param strength the explosion strength
  58417. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58418. * @returns A physics gravitational field event, or null
  58419. */
  58420. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58421. /**
  58422. * Creates a physics updraft event
  58423. * @param origin the origin of the updraft
  58424. * @param radiusOrEventOptions the radius or the options of the updraft
  58425. * @param strength the strength of the updraft
  58426. * @param height the height of the updraft
  58427. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58428. * @returns A physics updraft event, or null
  58429. */
  58430. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58431. /**
  58432. * Creates a physics vortex event
  58433. * @param origin the of the vortex
  58434. * @param radiusOrEventOptions the radius or the options of the vortex
  58435. * @param strength the strength of the vortex
  58436. * @param height the height of the vortex
  58437. * @returns a Physics vortex event, or null
  58438. * A physics vortex event or null
  58439. */
  58440. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58441. }
  58442. /**
  58443. * Represents a physics radial explosion event
  58444. */
  58445. class PhysicsRadialExplosionEvent {
  58446. private _scene;
  58447. private _options;
  58448. private _sphere;
  58449. private _dataFetched;
  58450. /**
  58451. * Initializes a radial explosioin event
  58452. * @param _scene BabylonJS scene
  58453. * @param _options The options for the vortex event
  58454. */
  58455. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58456. /**
  58457. * Returns the data related to the radial explosion event (sphere).
  58458. * @returns The radial explosion event data
  58459. */
  58460. getData(): PhysicsRadialExplosionEventData;
  58461. /**
  58462. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58463. * @param impostor A physics imposter
  58464. * @param origin the origin of the explosion
  58465. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58466. */
  58467. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58468. /**
  58469. * Triggers affecterd impostors callbacks
  58470. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58471. */
  58472. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58473. /**
  58474. * Disposes the sphere.
  58475. * @param force Specifies if the sphere should be disposed by force
  58476. */
  58477. dispose(force?: boolean): void;
  58478. /*** Helpers ***/
  58479. private _prepareSphere;
  58480. private _intersectsWithSphere;
  58481. }
  58482. /**
  58483. * Represents a gravitational field event
  58484. */
  58485. class PhysicsGravitationalFieldEvent {
  58486. private _physicsHelper;
  58487. private _scene;
  58488. private _origin;
  58489. private _options;
  58490. private _tickCallback;
  58491. private _sphere;
  58492. private _dataFetched;
  58493. /**
  58494. * Initializes the physics gravitational field event
  58495. * @param _physicsHelper A physics helper
  58496. * @param _scene BabylonJS scene
  58497. * @param _origin The origin position of the gravitational field event
  58498. * @param _options The options for the vortex event
  58499. */
  58500. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58501. /**
  58502. * Returns the data related to the gravitational field event (sphere).
  58503. * @returns A gravitational field event
  58504. */
  58505. getData(): PhysicsGravitationalFieldEventData;
  58506. /**
  58507. * Enables the gravitational field.
  58508. */
  58509. enable(): void;
  58510. /**
  58511. * Disables the gravitational field.
  58512. */
  58513. disable(): void;
  58514. /**
  58515. * Disposes the sphere.
  58516. * @param force The force to dispose from the gravitational field event
  58517. */
  58518. dispose(force?: boolean): void;
  58519. private _tick;
  58520. }
  58521. /**
  58522. * Represents a physics updraft event
  58523. */
  58524. class PhysicsUpdraftEvent {
  58525. private _scene;
  58526. private _origin;
  58527. private _options;
  58528. private _physicsEngine;
  58529. private _originTop;
  58530. private _originDirection;
  58531. private _tickCallback;
  58532. private _cylinder;
  58533. private _cylinderPosition;
  58534. private _dataFetched;
  58535. /**
  58536. * Initializes the physics updraft event
  58537. * @param _scene BabylonJS scene
  58538. * @param _origin The origin position of the updraft
  58539. * @param _options The options for the updraft event
  58540. */
  58541. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58542. /**
  58543. * Returns the data related to the updraft event (cylinder).
  58544. * @returns A physics updraft event
  58545. */
  58546. getData(): PhysicsUpdraftEventData;
  58547. /**
  58548. * Enables the updraft.
  58549. */
  58550. enable(): void;
  58551. /**
  58552. * Disables the updraft.
  58553. */
  58554. disable(): void;
  58555. /**
  58556. * Disposes the cylinder.
  58557. * @param force Specifies if the updraft should be disposed by force
  58558. */
  58559. dispose(force?: boolean): void;
  58560. private getImpostorHitData;
  58561. private _tick;
  58562. /*** Helpers ***/
  58563. private _prepareCylinder;
  58564. private _intersectsWithCylinder;
  58565. }
  58566. /**
  58567. * Represents a physics vortex event
  58568. */
  58569. class PhysicsVortexEvent {
  58570. private _scene;
  58571. private _origin;
  58572. private _options;
  58573. private _physicsEngine;
  58574. private _originTop;
  58575. private _tickCallback;
  58576. private _cylinder;
  58577. private _cylinderPosition;
  58578. private _dataFetched;
  58579. /**
  58580. * Initializes the physics vortex event
  58581. * @param _scene The BabylonJS scene
  58582. * @param _origin The origin position of the vortex
  58583. * @param _options The options for the vortex event
  58584. */
  58585. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58586. /**
  58587. * Returns the data related to the vortex event (cylinder).
  58588. * @returns The physics vortex event data
  58589. */
  58590. getData(): PhysicsVortexEventData;
  58591. /**
  58592. * Enables the vortex.
  58593. */
  58594. enable(): void;
  58595. /**
  58596. * Disables the cortex.
  58597. */
  58598. disable(): void;
  58599. /**
  58600. * Disposes the sphere.
  58601. * @param force
  58602. */
  58603. dispose(force?: boolean): void;
  58604. private getImpostorHitData;
  58605. private _tick;
  58606. /*** Helpers ***/
  58607. private _prepareCylinder;
  58608. private _intersectsWithCylinder;
  58609. }
  58610. /**
  58611. * Options fot the radial explosion event
  58612. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58613. */
  58614. export class PhysicsRadialExplosionEventOptions {
  58615. /**
  58616. * The radius of the sphere for the radial explosion.
  58617. */
  58618. radius: number;
  58619. /**
  58620. * The strenth of the explosion.
  58621. */
  58622. strength: number;
  58623. /**
  58624. * The strenght of the force in correspondence to the distance of the affected object
  58625. */
  58626. falloff: PhysicsRadialImpulseFalloff;
  58627. /**
  58628. * Sphere options for the radial explosion.
  58629. */
  58630. sphere: {
  58631. segments: number;
  58632. diameter: number;
  58633. };
  58634. /**
  58635. * Sphere options for the radial explosion.
  58636. */
  58637. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58638. }
  58639. /**
  58640. * Options fot the updraft event
  58641. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58642. */
  58643. export class PhysicsUpdraftEventOptions {
  58644. /**
  58645. * The radius of the cylinder for the vortex
  58646. */
  58647. radius: number;
  58648. /**
  58649. * The strenth of the updraft.
  58650. */
  58651. strength: number;
  58652. /**
  58653. * The height of the cylinder for the updraft.
  58654. */
  58655. height: number;
  58656. /**
  58657. * The mode for the the updraft.
  58658. */
  58659. updraftMode: PhysicsUpdraftMode;
  58660. }
  58661. /**
  58662. * Options fot the vortex event
  58663. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58664. */
  58665. export class PhysicsVortexEventOptions {
  58666. /**
  58667. * The radius of the cylinder for the vortex
  58668. */
  58669. radius: number;
  58670. /**
  58671. * The strenth of the vortex.
  58672. */
  58673. strength: number;
  58674. /**
  58675. * The height of the cylinder for the vortex.
  58676. */
  58677. height: number;
  58678. /**
  58679. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58680. */
  58681. centripetalForceThreshold: number;
  58682. /**
  58683. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58684. */
  58685. centripetalForceMultiplier: number;
  58686. /**
  58687. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58688. */
  58689. centrifugalForceMultiplier: number;
  58690. /**
  58691. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58692. */
  58693. updraftForceMultiplier: number;
  58694. }
  58695. /**
  58696. * The strenght of the force in correspondence to the distance of the affected object
  58697. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58698. */
  58699. export enum PhysicsRadialImpulseFalloff {
  58700. /** Defines that impulse is constant in strength across it's whole radius */
  58701. Constant = 0,
  58702. /** Defines that impulse gets weaker if it's further from the origin */
  58703. Linear = 1
  58704. }
  58705. /**
  58706. * The strength of the force in correspondence to the distance of the affected object
  58707. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58708. */
  58709. export enum PhysicsUpdraftMode {
  58710. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58711. Center = 0,
  58712. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58713. Perpendicular = 1
  58714. }
  58715. /**
  58716. * Interface for a physics hit data
  58717. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58718. */
  58719. export interface PhysicsHitData {
  58720. /**
  58721. * The force applied at the contact point
  58722. */
  58723. force: Vector3;
  58724. /**
  58725. * The contact point
  58726. */
  58727. contactPoint: Vector3;
  58728. /**
  58729. * The distance from the origin to the contact point
  58730. */
  58731. distanceFromOrigin: number;
  58732. }
  58733. /**
  58734. * Interface for radial explosion event data
  58735. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58736. */
  58737. export interface PhysicsRadialExplosionEventData {
  58738. /**
  58739. * A sphere used for the radial explosion event
  58740. */
  58741. sphere: Mesh;
  58742. }
  58743. /**
  58744. * Interface for gravitational field event data
  58745. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58746. */
  58747. export interface PhysicsGravitationalFieldEventData {
  58748. /**
  58749. * A sphere mesh used for the gravitational field event
  58750. */
  58751. sphere: Mesh;
  58752. }
  58753. /**
  58754. * Interface for updraft event data
  58755. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58756. */
  58757. export interface PhysicsUpdraftEventData {
  58758. /**
  58759. * A cylinder used for the updraft event
  58760. */
  58761. cylinder: Mesh;
  58762. }
  58763. /**
  58764. * Interface for vortex event data
  58765. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58766. */
  58767. export interface PhysicsVortexEventData {
  58768. /**
  58769. * A cylinder used for the vortex event
  58770. */
  58771. cylinder: Mesh;
  58772. }
  58773. /**
  58774. * Interface for an affected physics impostor
  58775. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58776. */
  58777. export interface PhysicsAffectedImpostorWithData {
  58778. /**
  58779. * The impostor affected by the effect
  58780. */
  58781. impostor: PhysicsImpostor;
  58782. /**
  58783. * The data about the hit/horce from the explosion
  58784. */
  58785. hitData: PhysicsHitData;
  58786. }
  58787. }
  58788. declare module "babylonjs/Physics/Plugins/index" {
  58789. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58790. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58791. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58792. }
  58793. declare module "babylonjs/Physics/index" {
  58794. export * from "babylonjs/Physics/IPhysicsEngine";
  58795. export * from "babylonjs/Physics/physicsEngine";
  58796. export * from "babylonjs/Physics/physicsEngineComponent";
  58797. export * from "babylonjs/Physics/physicsHelper";
  58798. export * from "babylonjs/Physics/physicsImpostor";
  58799. export * from "babylonjs/Physics/physicsJoint";
  58800. export * from "babylonjs/Physics/Plugins/index";
  58801. }
  58802. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  58803. /** @hidden */
  58804. export var blackAndWhitePixelShader: {
  58805. name: string;
  58806. shader: string;
  58807. };
  58808. }
  58809. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  58810. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58811. import { Camera } from "babylonjs/Cameras/camera";
  58812. import { Engine } from "babylonjs/Engines/engine";
  58813. import "babylonjs/Shaders/blackAndWhite.fragment";
  58814. /**
  58815. * Post process used to render in black and white
  58816. */
  58817. export class BlackAndWhitePostProcess extends PostProcess {
  58818. /**
  58819. * Linear about to convert he result to black and white (default: 1)
  58820. */
  58821. degree: number;
  58822. /**
  58823. * Creates a black and white post process
  58824. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  58825. * @param name The name of the effect.
  58826. * @param options The required width/height ratio to downsize to before computing the render pass.
  58827. * @param camera The camera to apply the render pass to.
  58828. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58829. * @param engine The engine which the post process will be applied. (default: current engine)
  58830. * @param reusable If the post process can be reused on the same frame. (default: false)
  58831. */
  58832. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58833. }
  58834. }
  58835. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  58836. import { Nullable } from "babylonjs/types";
  58837. import { Camera } from "babylonjs/Cameras/camera";
  58838. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58839. import { Engine } from "babylonjs/Engines/engine";
  58840. /**
  58841. * This represents a set of one or more post processes in Babylon.
  58842. * A post process can be used to apply a shader to a texture after it is rendered.
  58843. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  58844. */
  58845. export class PostProcessRenderEffect {
  58846. private _postProcesses;
  58847. private _getPostProcesses;
  58848. private _singleInstance;
  58849. private _cameras;
  58850. private _indicesForCamera;
  58851. /**
  58852. * Name of the effect
  58853. * @hidden
  58854. */
  58855. _name: string;
  58856. /**
  58857. * Instantiates a post process render effect.
  58858. * A post process can be used to apply a shader to a texture after it is rendered.
  58859. * @param engine The engine the effect is tied to
  58860. * @param name The name of the effect
  58861. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  58862. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  58863. */
  58864. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  58865. /**
  58866. * Checks if all the post processes in the effect are supported.
  58867. */
  58868. readonly isSupported: boolean;
  58869. /**
  58870. * Updates the current state of the effect
  58871. * @hidden
  58872. */
  58873. _update(): void;
  58874. /**
  58875. * Attaches the effect on cameras
  58876. * @param cameras The camera to attach to.
  58877. * @hidden
  58878. */
  58879. _attachCameras(cameras: Camera): void;
  58880. /**
  58881. * Attaches the effect on cameras
  58882. * @param cameras The camera to attach to.
  58883. * @hidden
  58884. */
  58885. _attachCameras(cameras: Camera[]): void;
  58886. /**
  58887. * Detaches the effect on cameras
  58888. * @param cameras The camera to detatch from.
  58889. * @hidden
  58890. */
  58891. _detachCameras(cameras: Camera): void;
  58892. /**
  58893. * Detatches the effect on cameras
  58894. * @param cameras The camera to detatch from.
  58895. * @hidden
  58896. */
  58897. _detachCameras(cameras: Camera[]): void;
  58898. /**
  58899. * Enables the effect on given cameras
  58900. * @param cameras The camera to enable.
  58901. * @hidden
  58902. */
  58903. _enable(cameras: Camera): void;
  58904. /**
  58905. * Enables the effect on given cameras
  58906. * @param cameras The camera to enable.
  58907. * @hidden
  58908. */
  58909. _enable(cameras: Nullable<Camera[]>): void;
  58910. /**
  58911. * Disables the effect on the given cameras
  58912. * @param cameras The camera to disable.
  58913. * @hidden
  58914. */
  58915. _disable(cameras: Camera): void;
  58916. /**
  58917. * Disables the effect on the given cameras
  58918. * @param cameras The camera to disable.
  58919. * @hidden
  58920. */
  58921. _disable(cameras: Nullable<Camera[]>): void;
  58922. /**
  58923. * Gets a list of the post processes contained in the effect.
  58924. * @param camera The camera to get the post processes on.
  58925. * @returns The list of the post processes in the effect.
  58926. */
  58927. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  58928. }
  58929. }
  58930. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  58931. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58932. /** @hidden */
  58933. export var extractHighlightsPixelShader: {
  58934. name: string;
  58935. shader: string;
  58936. };
  58937. }
  58938. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  58939. import { Nullable } from "babylonjs/types";
  58940. import { Camera } from "babylonjs/Cameras/camera";
  58941. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58942. import { Engine } from "babylonjs/Engines/engine";
  58943. import "babylonjs/Shaders/extractHighlights.fragment";
  58944. /**
  58945. * 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.
  58946. */
  58947. export class ExtractHighlightsPostProcess extends PostProcess {
  58948. /**
  58949. * The luminance threshold, pixels below this value will be set to black.
  58950. */
  58951. threshold: number;
  58952. /** @hidden */
  58953. _exposure: number;
  58954. /**
  58955. * Post process which has the input texture to be used when performing highlight extraction
  58956. * @hidden
  58957. */
  58958. _inputPostProcess: Nullable<PostProcess>;
  58959. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58960. }
  58961. }
  58962. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  58963. /** @hidden */
  58964. export var bloomMergePixelShader: {
  58965. name: string;
  58966. shader: string;
  58967. };
  58968. }
  58969. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  58970. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58971. import { Nullable } from "babylonjs/types";
  58972. import { Engine } from "babylonjs/Engines/engine";
  58973. import { Camera } from "babylonjs/Cameras/camera";
  58974. import "babylonjs/Shaders/bloomMerge.fragment";
  58975. /**
  58976. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  58977. */
  58978. export class BloomMergePostProcess extends PostProcess {
  58979. /** Weight of the bloom to be added to the original input. */
  58980. weight: number;
  58981. /**
  58982. * Creates a new instance of @see BloomMergePostProcess
  58983. * @param name The name of the effect.
  58984. * @param originalFromInput Post process which's input will be used for the merge.
  58985. * @param blurred Blurred highlights post process which's output will be used.
  58986. * @param weight Weight of the bloom to be added to the original input.
  58987. * @param options The required width/height ratio to downsize to before computing the render pass.
  58988. * @param camera The camera to apply the render pass to.
  58989. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58990. * @param engine The engine which the post process will be applied. (default: current engine)
  58991. * @param reusable If the post process can be reused on the same frame. (default: false)
  58992. * @param textureType Type of textures used when performing the post process. (default: 0)
  58993. * @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)
  58994. */
  58995. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  58996. /** Weight of the bloom to be added to the original input. */
  58997. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58998. }
  58999. }
  59000. declare module "babylonjs/PostProcesses/bloomEffect" {
  59001. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59002. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59003. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59004. import { Camera } from "babylonjs/Cameras/camera";
  59005. import { Scene } from "babylonjs/scene";
  59006. /**
  59007. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59008. */
  59009. export class BloomEffect extends PostProcessRenderEffect {
  59010. private bloomScale;
  59011. /**
  59012. * @hidden Internal
  59013. */
  59014. _effects: Array<PostProcess>;
  59015. /**
  59016. * @hidden Internal
  59017. */
  59018. _downscale: ExtractHighlightsPostProcess;
  59019. private _blurX;
  59020. private _blurY;
  59021. private _merge;
  59022. /**
  59023. * The luminance threshold to find bright areas of the image to bloom.
  59024. */
  59025. threshold: number;
  59026. /**
  59027. * The strength of the bloom.
  59028. */
  59029. weight: number;
  59030. /**
  59031. * Specifies the size of the bloom blur kernel, relative to the final output size
  59032. */
  59033. kernel: number;
  59034. /**
  59035. * Creates a new instance of @see BloomEffect
  59036. * @param scene The scene the effect belongs to.
  59037. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59038. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59039. * @param bloomWeight The the strength of bloom.
  59040. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59041. * @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)
  59042. */
  59043. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59044. /**
  59045. * Disposes each of the internal effects for a given camera.
  59046. * @param camera The camera to dispose the effect on.
  59047. */
  59048. disposeEffects(camera: Camera): void;
  59049. /**
  59050. * @hidden Internal
  59051. */
  59052. _updateEffects(): void;
  59053. /**
  59054. * Internal
  59055. * @returns if all the contained post processes are ready.
  59056. * @hidden
  59057. */
  59058. _isReady(): boolean;
  59059. }
  59060. }
  59061. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59062. /** @hidden */
  59063. export var chromaticAberrationPixelShader: {
  59064. name: string;
  59065. shader: string;
  59066. };
  59067. }
  59068. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59069. import { Vector2 } from "babylonjs/Maths/math.vector";
  59070. import { Nullable } from "babylonjs/types";
  59071. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59072. import { Camera } from "babylonjs/Cameras/camera";
  59073. import { Engine } from "babylonjs/Engines/engine";
  59074. import "babylonjs/Shaders/chromaticAberration.fragment";
  59075. /**
  59076. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59077. */
  59078. export class ChromaticAberrationPostProcess extends PostProcess {
  59079. /**
  59080. * The amount of seperation of rgb channels (default: 30)
  59081. */
  59082. aberrationAmount: number;
  59083. /**
  59084. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59085. */
  59086. radialIntensity: number;
  59087. /**
  59088. * 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))
  59089. */
  59090. direction: Vector2;
  59091. /**
  59092. * 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))
  59093. */
  59094. centerPosition: Vector2;
  59095. /**
  59096. * Creates a new instance ChromaticAberrationPostProcess
  59097. * @param name The name of the effect.
  59098. * @param screenWidth The width of the screen to apply the effect on.
  59099. * @param screenHeight The height of the screen to apply the effect on.
  59100. * @param options The required width/height ratio to downsize to before computing the render pass.
  59101. * @param camera The camera to apply the render pass to.
  59102. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59103. * @param engine The engine which the post process will be applied. (default: current engine)
  59104. * @param reusable If the post process can be reused on the same frame. (default: false)
  59105. * @param textureType Type of textures used when performing the post process. (default: 0)
  59106. * @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)
  59107. */
  59108. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59109. }
  59110. }
  59111. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59112. /** @hidden */
  59113. export var circleOfConfusionPixelShader: {
  59114. name: string;
  59115. shader: string;
  59116. };
  59117. }
  59118. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59119. import { Nullable } from "babylonjs/types";
  59120. import { Engine } from "babylonjs/Engines/engine";
  59121. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59122. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59123. import { Camera } from "babylonjs/Cameras/camera";
  59124. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59125. /**
  59126. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59127. */
  59128. export class CircleOfConfusionPostProcess extends PostProcess {
  59129. /**
  59130. * 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.
  59131. */
  59132. lensSize: number;
  59133. /**
  59134. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59135. */
  59136. fStop: number;
  59137. /**
  59138. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59139. */
  59140. focusDistance: number;
  59141. /**
  59142. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59143. */
  59144. focalLength: number;
  59145. private _depthTexture;
  59146. /**
  59147. * Creates a new instance CircleOfConfusionPostProcess
  59148. * @param name The name of the effect.
  59149. * @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.
  59150. * @param options The required width/height ratio to downsize to before computing the render pass.
  59151. * @param camera The camera to apply the render pass to.
  59152. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59153. * @param engine The engine which the post process will be applied. (default: current engine)
  59154. * @param reusable If the post process can be reused on the same frame. (default: false)
  59155. * @param textureType Type of textures used when performing the post process. (default: 0)
  59156. * @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)
  59157. */
  59158. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59159. /**
  59160. * 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.
  59161. */
  59162. depthTexture: RenderTargetTexture;
  59163. }
  59164. }
  59165. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59166. /** @hidden */
  59167. export var colorCorrectionPixelShader: {
  59168. name: string;
  59169. shader: string;
  59170. };
  59171. }
  59172. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59173. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59174. import { Engine } from "babylonjs/Engines/engine";
  59175. import { Camera } from "babylonjs/Cameras/camera";
  59176. import "babylonjs/Shaders/colorCorrection.fragment";
  59177. /**
  59178. *
  59179. * This post-process allows the modification of rendered colors by using
  59180. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59181. *
  59182. * The object needs to be provided an url to a texture containing the color
  59183. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59184. * Use an image editing software to tweak the LUT to match your needs.
  59185. *
  59186. * For an example of a color LUT, see here:
  59187. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59188. * For explanations on color grading, see here:
  59189. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59190. *
  59191. */
  59192. export class ColorCorrectionPostProcess extends PostProcess {
  59193. private _colorTableTexture;
  59194. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59195. }
  59196. }
  59197. declare module "babylonjs/Shaders/convolution.fragment" {
  59198. /** @hidden */
  59199. export var convolutionPixelShader: {
  59200. name: string;
  59201. shader: string;
  59202. };
  59203. }
  59204. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59205. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59206. import { Nullable } from "babylonjs/types";
  59207. import { Camera } from "babylonjs/Cameras/camera";
  59208. import { Engine } from "babylonjs/Engines/engine";
  59209. import "babylonjs/Shaders/convolution.fragment";
  59210. /**
  59211. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59212. * input texture to perform effects such as edge detection or sharpening
  59213. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59214. */
  59215. export class ConvolutionPostProcess extends PostProcess {
  59216. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59217. kernel: number[];
  59218. /**
  59219. * Creates a new instance ConvolutionPostProcess
  59220. * @param name The name of the effect.
  59221. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59222. * @param options The required width/height ratio to downsize to before computing the render pass.
  59223. * @param camera The camera to apply the render pass to.
  59224. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59225. * @param engine The engine which the post process will be applied. (default: current engine)
  59226. * @param reusable If the post process can be reused on the same frame. (default: false)
  59227. * @param textureType Type of textures used when performing the post process. (default: 0)
  59228. */
  59229. constructor(name: string,
  59230. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59231. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59232. /**
  59233. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59234. */
  59235. static EdgeDetect0Kernel: number[];
  59236. /**
  59237. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59238. */
  59239. static EdgeDetect1Kernel: number[];
  59240. /**
  59241. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59242. */
  59243. static EdgeDetect2Kernel: number[];
  59244. /**
  59245. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59246. */
  59247. static SharpenKernel: number[];
  59248. /**
  59249. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59250. */
  59251. static EmbossKernel: number[];
  59252. /**
  59253. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59254. */
  59255. static GaussianKernel: number[];
  59256. }
  59257. }
  59258. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59259. import { Nullable } from "babylonjs/types";
  59260. import { Vector2 } from "babylonjs/Maths/math.vector";
  59261. import { Camera } from "babylonjs/Cameras/camera";
  59262. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59263. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59264. import { Engine } from "babylonjs/Engines/engine";
  59265. import { Scene } from "babylonjs/scene";
  59266. /**
  59267. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59268. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59269. * based on samples that have a large difference in distance than the center pixel.
  59270. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59271. */
  59272. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59273. direction: Vector2;
  59274. /**
  59275. * Creates a new instance CircleOfConfusionPostProcess
  59276. * @param name The name of the effect.
  59277. * @param scene The scene the effect belongs to.
  59278. * @param direction The direction the blur should be applied.
  59279. * @param kernel The size of the kernel used to blur.
  59280. * @param options The required width/height ratio to downsize to before computing the render pass.
  59281. * @param camera The camera to apply the render pass to.
  59282. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59283. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59284. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59285. * @param engine The engine which the post process will be applied. (default: current engine)
  59286. * @param reusable If the post process can be reused on the same frame. (default: false)
  59287. * @param textureType Type of textures used when performing the post process. (default: 0)
  59288. * @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)
  59289. */
  59290. 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);
  59291. }
  59292. }
  59293. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59294. /** @hidden */
  59295. export var depthOfFieldMergePixelShader: {
  59296. name: string;
  59297. shader: string;
  59298. };
  59299. }
  59300. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59301. import { Nullable } from "babylonjs/types";
  59302. import { Camera } from "babylonjs/Cameras/camera";
  59303. import { Effect } from "babylonjs/Materials/effect";
  59304. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59305. import { Engine } from "babylonjs/Engines/engine";
  59306. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59307. /**
  59308. * Options to be set when merging outputs from the default pipeline.
  59309. */
  59310. export class DepthOfFieldMergePostProcessOptions {
  59311. /**
  59312. * The original image to merge on top of
  59313. */
  59314. originalFromInput: PostProcess;
  59315. /**
  59316. * Parameters to perform the merge of the depth of field effect
  59317. */
  59318. depthOfField?: {
  59319. circleOfConfusion: PostProcess;
  59320. blurSteps: Array<PostProcess>;
  59321. };
  59322. /**
  59323. * Parameters to perform the merge of bloom effect
  59324. */
  59325. bloom?: {
  59326. blurred: PostProcess;
  59327. weight: number;
  59328. };
  59329. }
  59330. /**
  59331. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59332. */
  59333. export class DepthOfFieldMergePostProcess extends PostProcess {
  59334. private blurSteps;
  59335. /**
  59336. * Creates a new instance of DepthOfFieldMergePostProcess
  59337. * @param name The name of the effect.
  59338. * @param originalFromInput Post process which's input will be used for the merge.
  59339. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59340. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59341. * @param options The required width/height ratio to downsize to before computing the render pass.
  59342. * @param camera The camera to apply the render pass to.
  59343. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59344. * @param engine The engine which the post process will be applied. (default: current engine)
  59345. * @param reusable If the post process can be reused on the same frame. (default: false)
  59346. * @param textureType Type of textures used when performing the post process. (default: 0)
  59347. * @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)
  59348. */
  59349. 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);
  59350. /**
  59351. * Updates the effect with the current post process compile time values and recompiles the shader.
  59352. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59353. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59354. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59355. * @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
  59356. * @param onCompiled Called when the shader has been compiled.
  59357. * @param onError Called if there is an error when compiling a shader.
  59358. */
  59359. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59360. }
  59361. }
  59362. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59363. import { Nullable } from "babylonjs/types";
  59364. import { Camera } from "babylonjs/Cameras/camera";
  59365. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59366. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59367. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59368. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59369. import { Scene } from "babylonjs/scene";
  59370. /**
  59371. * Specifies the level of max blur that should be applied when using the depth of field effect
  59372. */
  59373. export enum DepthOfFieldEffectBlurLevel {
  59374. /**
  59375. * Subtle blur
  59376. */
  59377. Low = 0,
  59378. /**
  59379. * Medium blur
  59380. */
  59381. Medium = 1,
  59382. /**
  59383. * Large blur
  59384. */
  59385. High = 2
  59386. }
  59387. /**
  59388. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59389. */
  59390. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59391. private _circleOfConfusion;
  59392. /**
  59393. * @hidden Internal, blurs from high to low
  59394. */
  59395. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59396. private _depthOfFieldBlurY;
  59397. private _dofMerge;
  59398. /**
  59399. * @hidden Internal post processes in depth of field effect
  59400. */
  59401. _effects: Array<PostProcess>;
  59402. /**
  59403. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59404. */
  59405. focalLength: number;
  59406. /**
  59407. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59408. */
  59409. fStop: number;
  59410. /**
  59411. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59412. */
  59413. focusDistance: number;
  59414. /**
  59415. * 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.
  59416. */
  59417. lensSize: number;
  59418. /**
  59419. * Creates a new instance DepthOfFieldEffect
  59420. * @param scene The scene the effect belongs to.
  59421. * @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.
  59422. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59423. * @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)
  59424. */
  59425. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59426. /**
  59427. * Get the current class name of the current effet
  59428. * @returns "DepthOfFieldEffect"
  59429. */
  59430. getClassName(): string;
  59431. /**
  59432. * 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.
  59433. */
  59434. depthTexture: RenderTargetTexture;
  59435. /**
  59436. * Disposes each of the internal effects for a given camera.
  59437. * @param camera The camera to dispose the effect on.
  59438. */
  59439. disposeEffects(camera: Camera): void;
  59440. /**
  59441. * @hidden Internal
  59442. */
  59443. _updateEffects(): void;
  59444. /**
  59445. * Internal
  59446. * @returns if all the contained post processes are ready.
  59447. * @hidden
  59448. */
  59449. _isReady(): boolean;
  59450. }
  59451. }
  59452. declare module "babylonjs/Shaders/displayPass.fragment" {
  59453. /** @hidden */
  59454. export var displayPassPixelShader: {
  59455. name: string;
  59456. shader: string;
  59457. };
  59458. }
  59459. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59460. import { Nullable } from "babylonjs/types";
  59461. import { Camera } from "babylonjs/Cameras/camera";
  59462. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59463. import { Engine } from "babylonjs/Engines/engine";
  59464. import "babylonjs/Shaders/displayPass.fragment";
  59465. /**
  59466. * DisplayPassPostProcess which produces an output the same as it's input
  59467. */
  59468. export class DisplayPassPostProcess extends PostProcess {
  59469. /**
  59470. * Creates the DisplayPassPostProcess
  59471. * @param name The name of the effect.
  59472. * @param options The required width/height ratio to downsize to before computing the render pass.
  59473. * @param camera The camera to apply the render pass to.
  59474. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59475. * @param engine The engine which the post process will be applied. (default: current engine)
  59476. * @param reusable If the post process can be reused on the same frame. (default: false)
  59477. */
  59478. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59479. }
  59480. }
  59481. declare module "babylonjs/Shaders/filter.fragment" {
  59482. /** @hidden */
  59483. export var filterPixelShader: {
  59484. name: string;
  59485. shader: string;
  59486. };
  59487. }
  59488. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59489. import { Nullable } from "babylonjs/types";
  59490. import { Matrix } from "babylonjs/Maths/math.vector";
  59491. import { Camera } from "babylonjs/Cameras/camera";
  59492. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59493. import { Engine } from "babylonjs/Engines/engine";
  59494. import "babylonjs/Shaders/filter.fragment";
  59495. /**
  59496. * Applies a kernel filter to the image
  59497. */
  59498. export class FilterPostProcess extends PostProcess {
  59499. /** The matrix to be applied to the image */
  59500. kernelMatrix: Matrix;
  59501. /**
  59502. *
  59503. * @param name The name of the effect.
  59504. * @param kernelMatrix The matrix to be applied to the image
  59505. * @param options The required width/height ratio to downsize to before computing the render pass.
  59506. * @param camera The camera to apply the render pass to.
  59507. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59508. * @param engine The engine which the post process will be applied. (default: current engine)
  59509. * @param reusable If the post process can be reused on the same frame. (default: false)
  59510. */
  59511. constructor(name: string,
  59512. /** The matrix to be applied to the image */
  59513. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59514. }
  59515. }
  59516. declare module "babylonjs/Shaders/fxaa.fragment" {
  59517. /** @hidden */
  59518. export var fxaaPixelShader: {
  59519. name: string;
  59520. shader: string;
  59521. };
  59522. }
  59523. declare module "babylonjs/Shaders/fxaa.vertex" {
  59524. /** @hidden */
  59525. export var fxaaVertexShader: {
  59526. name: string;
  59527. shader: string;
  59528. };
  59529. }
  59530. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59531. import { Nullable } from "babylonjs/types";
  59532. import { Camera } from "babylonjs/Cameras/camera";
  59533. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59534. import { Engine } from "babylonjs/Engines/engine";
  59535. import "babylonjs/Shaders/fxaa.fragment";
  59536. import "babylonjs/Shaders/fxaa.vertex";
  59537. /**
  59538. * Fxaa post process
  59539. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59540. */
  59541. export class FxaaPostProcess extends PostProcess {
  59542. /** @hidden */
  59543. texelWidth: number;
  59544. /** @hidden */
  59545. texelHeight: number;
  59546. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59547. private _getDefines;
  59548. }
  59549. }
  59550. declare module "babylonjs/Shaders/grain.fragment" {
  59551. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59552. /** @hidden */
  59553. export var grainPixelShader: {
  59554. name: string;
  59555. shader: string;
  59556. };
  59557. }
  59558. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59559. import { Nullable } from "babylonjs/types";
  59560. import { Camera } from "babylonjs/Cameras/camera";
  59561. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59562. import { Engine } from "babylonjs/Engines/engine";
  59563. import "babylonjs/Shaders/grain.fragment";
  59564. /**
  59565. * The GrainPostProcess adds noise to the image at mid luminance levels
  59566. */
  59567. export class GrainPostProcess extends PostProcess {
  59568. /**
  59569. * The intensity of the grain added (default: 30)
  59570. */
  59571. intensity: number;
  59572. /**
  59573. * If the grain should be randomized on every frame
  59574. */
  59575. animated: boolean;
  59576. /**
  59577. * Creates a new instance of @see GrainPostProcess
  59578. * @param name The name of the effect.
  59579. * @param options The required width/height ratio to downsize to before computing the render pass.
  59580. * @param camera The camera to apply the render pass to.
  59581. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59582. * @param engine The engine which the post process will be applied. (default: current engine)
  59583. * @param reusable If the post process can be reused on the same frame. (default: false)
  59584. * @param textureType Type of textures used when performing the post process. (default: 0)
  59585. * @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)
  59586. */
  59587. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59588. }
  59589. }
  59590. declare module "babylonjs/Shaders/highlights.fragment" {
  59591. /** @hidden */
  59592. export var highlightsPixelShader: {
  59593. name: string;
  59594. shader: string;
  59595. };
  59596. }
  59597. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59598. import { Nullable } from "babylonjs/types";
  59599. import { Camera } from "babylonjs/Cameras/camera";
  59600. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59601. import { Engine } from "babylonjs/Engines/engine";
  59602. import "babylonjs/Shaders/highlights.fragment";
  59603. /**
  59604. * Extracts highlights from the image
  59605. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59606. */
  59607. export class HighlightsPostProcess extends PostProcess {
  59608. /**
  59609. * Extracts highlights from the image
  59610. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59611. * @param name The name of the effect.
  59612. * @param options The required width/height ratio to downsize to before computing the render pass.
  59613. * @param camera The camera to apply the render pass to.
  59614. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59615. * @param engine The engine which the post process will be applied. (default: current engine)
  59616. * @param reusable If the post process can be reused on the same frame. (default: false)
  59617. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59618. */
  59619. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59620. }
  59621. }
  59622. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59623. /** @hidden */
  59624. export var mrtFragmentDeclaration: {
  59625. name: string;
  59626. shader: string;
  59627. };
  59628. }
  59629. declare module "babylonjs/Shaders/geometry.fragment" {
  59630. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59631. /** @hidden */
  59632. export var geometryPixelShader: {
  59633. name: string;
  59634. shader: string;
  59635. };
  59636. }
  59637. declare module "babylonjs/Shaders/geometry.vertex" {
  59638. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59639. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59640. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59641. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59642. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59643. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59644. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59645. /** @hidden */
  59646. export var geometryVertexShader: {
  59647. name: string;
  59648. shader: string;
  59649. };
  59650. }
  59651. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59652. import { Matrix } from "babylonjs/Maths/math.vector";
  59653. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59654. import { Mesh } from "babylonjs/Meshes/mesh";
  59655. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59656. import { Effect } from "babylonjs/Materials/effect";
  59657. import { Scene } from "babylonjs/scene";
  59658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59659. import "babylonjs/Shaders/geometry.fragment";
  59660. import "babylonjs/Shaders/geometry.vertex";
  59661. /** @hidden */
  59662. interface ISavedTransformationMatrix {
  59663. world: Matrix;
  59664. viewProjection: Matrix;
  59665. }
  59666. /**
  59667. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59668. */
  59669. export class GeometryBufferRenderer {
  59670. /**
  59671. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59672. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59673. */
  59674. static readonly POSITION_TEXTURE_TYPE: number;
  59675. /**
  59676. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59677. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59678. */
  59679. static readonly VELOCITY_TEXTURE_TYPE: number;
  59680. /**
  59681. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59682. * in order to compute objects velocities when enableVelocity is set to "true"
  59683. * @hidden
  59684. */
  59685. _previousTransformationMatrices: {
  59686. [index: number]: ISavedTransformationMatrix;
  59687. };
  59688. /**
  59689. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59690. * in order to compute objects velocities when enableVelocity is set to "true"
  59691. * @hidden
  59692. */
  59693. _previousBonesTransformationMatrices: {
  59694. [index: number]: Float32Array;
  59695. };
  59696. /**
  59697. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59698. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59699. */
  59700. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59701. private _scene;
  59702. private _multiRenderTarget;
  59703. private _ratio;
  59704. private _enablePosition;
  59705. private _enableVelocity;
  59706. private _positionIndex;
  59707. private _velocityIndex;
  59708. protected _effect: Effect;
  59709. protected _cachedDefines: string;
  59710. /**
  59711. * Set the render list (meshes to be rendered) used in the G buffer.
  59712. */
  59713. renderList: Mesh[];
  59714. /**
  59715. * Gets wether or not G buffer are supported by the running hardware.
  59716. * This requires draw buffer supports
  59717. */
  59718. readonly isSupported: boolean;
  59719. /**
  59720. * Returns the index of the given texture type in the G-Buffer textures array
  59721. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59722. * @returns the index of the given texture type in the G-Buffer textures array
  59723. */
  59724. getTextureIndex(textureType: number): number;
  59725. /**
  59726. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59727. */
  59728. /**
  59729. * Sets whether or not objects positions are enabled for the G buffer.
  59730. */
  59731. enablePosition: boolean;
  59732. /**
  59733. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59734. */
  59735. /**
  59736. * Sets wether or not objects velocities are enabled for the G buffer.
  59737. */
  59738. enableVelocity: boolean;
  59739. /**
  59740. * Gets the scene associated with the buffer.
  59741. */
  59742. readonly scene: Scene;
  59743. /**
  59744. * Gets the ratio used by the buffer during its creation.
  59745. * How big is the buffer related to the main canvas.
  59746. */
  59747. readonly ratio: number;
  59748. /** @hidden */
  59749. static _SceneComponentInitialization: (scene: Scene) => void;
  59750. /**
  59751. * Creates a new G Buffer for the scene
  59752. * @param scene The scene the buffer belongs to
  59753. * @param ratio How big is the buffer related to the main canvas.
  59754. */
  59755. constructor(scene: Scene, ratio?: number);
  59756. /**
  59757. * Checks wether everything is ready to render a submesh to the G buffer.
  59758. * @param subMesh the submesh to check readiness for
  59759. * @param useInstances is the mesh drawn using instance or not
  59760. * @returns true if ready otherwise false
  59761. */
  59762. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59763. /**
  59764. * Gets the current underlying G Buffer.
  59765. * @returns the buffer
  59766. */
  59767. getGBuffer(): MultiRenderTarget;
  59768. /**
  59769. * Gets the number of samples used to render the buffer (anti aliasing).
  59770. */
  59771. /**
  59772. * Sets the number of samples used to render the buffer (anti aliasing).
  59773. */
  59774. samples: number;
  59775. /**
  59776. * Disposes the renderer and frees up associated resources.
  59777. */
  59778. dispose(): void;
  59779. protected _createRenderTargets(): void;
  59780. private _copyBonesTransformationMatrices;
  59781. }
  59782. }
  59783. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59784. import { Nullable } from "babylonjs/types";
  59785. import { Scene } from "babylonjs/scene";
  59786. import { ISceneComponent } from "babylonjs/sceneComponent";
  59787. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59788. module "babylonjs/scene" {
  59789. interface Scene {
  59790. /** @hidden (Backing field) */
  59791. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59792. /**
  59793. * Gets or Sets the current geometry buffer associated to the scene.
  59794. */
  59795. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59796. /**
  59797. * Enables a GeometryBufferRender and associates it with the scene
  59798. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59799. * @returns the GeometryBufferRenderer
  59800. */
  59801. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  59802. /**
  59803. * Disables the GeometryBufferRender associated with the scene
  59804. */
  59805. disableGeometryBufferRenderer(): void;
  59806. }
  59807. }
  59808. /**
  59809. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  59810. * in several rendering techniques.
  59811. */
  59812. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  59813. /**
  59814. * The component name helpful to identify the component in the list of scene components.
  59815. */
  59816. readonly name: string;
  59817. /**
  59818. * The scene the component belongs to.
  59819. */
  59820. scene: Scene;
  59821. /**
  59822. * Creates a new instance of the component for the given scene
  59823. * @param scene Defines the scene to register the component in
  59824. */
  59825. constructor(scene: Scene);
  59826. /**
  59827. * Registers the component in a given scene
  59828. */
  59829. register(): void;
  59830. /**
  59831. * Rebuilds the elements related to this component in case of
  59832. * context lost for instance.
  59833. */
  59834. rebuild(): void;
  59835. /**
  59836. * Disposes the component and the associated ressources
  59837. */
  59838. dispose(): void;
  59839. private _gatherRenderTargets;
  59840. }
  59841. }
  59842. declare module "babylonjs/Shaders/motionBlur.fragment" {
  59843. /** @hidden */
  59844. export var motionBlurPixelShader: {
  59845. name: string;
  59846. shader: string;
  59847. };
  59848. }
  59849. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  59850. import { Nullable } from "babylonjs/types";
  59851. import { Camera } from "babylonjs/Cameras/camera";
  59852. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59853. import { Scene } from "babylonjs/scene";
  59854. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59855. import "babylonjs/Animations/animatable";
  59856. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  59857. import "babylonjs/Shaders/motionBlur.fragment";
  59858. import { Engine } from "babylonjs/Engines/engine";
  59859. /**
  59860. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  59861. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  59862. * As an example, all you have to do is to create the post-process:
  59863. * var mb = new BABYLON.MotionBlurPostProcess(
  59864. * 'mb', // The name of the effect.
  59865. * scene, // The scene containing the objects to blur according to their velocity.
  59866. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  59867. * camera // The camera to apply the render pass to.
  59868. * );
  59869. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  59870. */
  59871. export class MotionBlurPostProcess extends PostProcess {
  59872. /**
  59873. * Defines how much the image is blurred by the movement. Default value is equal to 1
  59874. */
  59875. motionStrength: number;
  59876. /**
  59877. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  59878. */
  59879. /**
  59880. * Sets the number of iterations to be used for motion blur quality
  59881. */
  59882. motionBlurSamples: number;
  59883. private _motionBlurSamples;
  59884. private _geometryBufferRenderer;
  59885. /**
  59886. * Creates a new instance MotionBlurPostProcess
  59887. * @param name The name of the effect.
  59888. * @param scene The scene containing the objects to blur according to their velocity.
  59889. * @param options The required width/height ratio to downsize to before computing the render pass.
  59890. * @param camera The camera to apply the render pass to.
  59891. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59892. * @param engine The engine which the post process will be applied. (default: current engine)
  59893. * @param reusable If the post process can be reused on the same frame. (default: false)
  59894. * @param textureType Type of textures used when performing the post process. (default: 0)
  59895. * @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)
  59896. */
  59897. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59898. /**
  59899. * Excludes the given skinned mesh from computing bones velocities.
  59900. * 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.
  59901. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  59902. */
  59903. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59904. /**
  59905. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  59906. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  59907. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  59908. */
  59909. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59910. /**
  59911. * Disposes the post process.
  59912. * @param camera The camera to dispose the post process on.
  59913. */
  59914. dispose(camera?: Camera): void;
  59915. }
  59916. }
  59917. declare module "babylonjs/Shaders/refraction.fragment" {
  59918. /** @hidden */
  59919. export var refractionPixelShader: {
  59920. name: string;
  59921. shader: string;
  59922. };
  59923. }
  59924. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  59925. import { Color3 } from "babylonjs/Maths/math.color";
  59926. import { Camera } from "babylonjs/Cameras/camera";
  59927. import { Texture } from "babylonjs/Materials/Textures/texture";
  59928. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59929. import { Engine } from "babylonjs/Engines/engine";
  59930. import "babylonjs/Shaders/refraction.fragment";
  59931. /**
  59932. * Post process which applies a refractin texture
  59933. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59934. */
  59935. export class RefractionPostProcess extends PostProcess {
  59936. /** the base color of the refraction (used to taint the rendering) */
  59937. color: Color3;
  59938. /** simulated refraction depth */
  59939. depth: number;
  59940. /** the coefficient of the base color (0 to remove base color tainting) */
  59941. colorLevel: number;
  59942. private _refTexture;
  59943. private _ownRefractionTexture;
  59944. /**
  59945. * Gets or sets the refraction texture
  59946. * Please note that you are responsible for disposing the texture if you set it manually
  59947. */
  59948. refractionTexture: Texture;
  59949. /**
  59950. * Initializes the RefractionPostProcess
  59951. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59952. * @param name The name of the effect.
  59953. * @param refractionTextureUrl Url of the refraction texture to use
  59954. * @param color the base color of the refraction (used to taint the rendering)
  59955. * @param depth simulated refraction depth
  59956. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  59957. * @param camera The camera to apply the render pass to.
  59958. * @param options The required width/height ratio to downsize to before computing the render pass.
  59959. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59960. * @param engine The engine which the post process will be applied. (default: current engine)
  59961. * @param reusable If the post process can be reused on the same frame. (default: false)
  59962. */
  59963. constructor(name: string, refractionTextureUrl: string,
  59964. /** the base color of the refraction (used to taint the rendering) */
  59965. color: Color3,
  59966. /** simulated refraction depth */
  59967. depth: number,
  59968. /** the coefficient of the base color (0 to remove base color tainting) */
  59969. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59970. /**
  59971. * Disposes of the post process
  59972. * @param camera Camera to dispose post process on
  59973. */
  59974. dispose(camera: Camera): void;
  59975. }
  59976. }
  59977. declare module "babylonjs/Shaders/sharpen.fragment" {
  59978. /** @hidden */
  59979. export var sharpenPixelShader: {
  59980. name: string;
  59981. shader: string;
  59982. };
  59983. }
  59984. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  59985. import { Nullable } from "babylonjs/types";
  59986. import { Camera } from "babylonjs/Cameras/camera";
  59987. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59988. import "babylonjs/Shaders/sharpen.fragment";
  59989. import { Engine } from "babylonjs/Engines/engine";
  59990. /**
  59991. * The SharpenPostProcess applies a sharpen kernel to every pixel
  59992. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59993. */
  59994. export class SharpenPostProcess extends PostProcess {
  59995. /**
  59996. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  59997. */
  59998. colorAmount: number;
  59999. /**
  60000. * How much sharpness should be applied (default: 0.3)
  60001. */
  60002. edgeAmount: number;
  60003. /**
  60004. * Creates a new instance ConvolutionPostProcess
  60005. * @param name The name of the effect.
  60006. * @param options The required width/height ratio to downsize to before computing the render pass.
  60007. * @param camera The camera to apply the render pass to.
  60008. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60009. * @param engine The engine which the post process will be applied. (default: current engine)
  60010. * @param reusable If the post process can be reused on the same frame. (default: false)
  60011. * @param textureType Type of textures used when performing the post process. (default: 0)
  60012. * @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)
  60013. */
  60014. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60015. }
  60016. }
  60017. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60018. import { Nullable } from "babylonjs/types";
  60019. import { Camera } from "babylonjs/Cameras/camera";
  60020. import { Engine } from "babylonjs/Engines/engine";
  60021. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60022. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60023. /**
  60024. * PostProcessRenderPipeline
  60025. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60026. */
  60027. export class PostProcessRenderPipeline {
  60028. private engine;
  60029. private _renderEffects;
  60030. private _renderEffectsForIsolatedPass;
  60031. /**
  60032. * List of inspectable custom properties (used by the Inspector)
  60033. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60034. */
  60035. inspectableCustomProperties: IInspectable[];
  60036. /**
  60037. * @hidden
  60038. */
  60039. protected _cameras: Camera[];
  60040. /** @hidden */
  60041. _name: string;
  60042. /**
  60043. * Gets pipeline name
  60044. */
  60045. readonly name: string;
  60046. /**
  60047. * Initializes a PostProcessRenderPipeline
  60048. * @param engine engine to add the pipeline to
  60049. * @param name name of the pipeline
  60050. */
  60051. constructor(engine: Engine, name: string);
  60052. /**
  60053. * Gets the class name
  60054. * @returns "PostProcessRenderPipeline"
  60055. */
  60056. getClassName(): string;
  60057. /**
  60058. * If all the render effects in the pipeline are supported
  60059. */
  60060. readonly isSupported: boolean;
  60061. /**
  60062. * Adds an effect to the pipeline
  60063. * @param renderEffect the effect to add
  60064. */
  60065. addEffect(renderEffect: PostProcessRenderEffect): void;
  60066. /** @hidden */
  60067. _rebuild(): void;
  60068. /** @hidden */
  60069. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60070. /** @hidden */
  60071. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60072. /** @hidden */
  60073. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60074. /** @hidden */
  60075. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60076. /** @hidden */
  60077. _attachCameras(cameras: Camera, unique: boolean): void;
  60078. /** @hidden */
  60079. _attachCameras(cameras: Camera[], unique: boolean): void;
  60080. /** @hidden */
  60081. _detachCameras(cameras: Camera): void;
  60082. /** @hidden */
  60083. _detachCameras(cameras: Nullable<Camera[]>): void;
  60084. /** @hidden */
  60085. _update(): void;
  60086. /** @hidden */
  60087. _reset(): void;
  60088. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60089. /**
  60090. * Disposes of the pipeline
  60091. */
  60092. dispose(): void;
  60093. }
  60094. }
  60095. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60096. import { Camera } from "babylonjs/Cameras/camera";
  60097. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60098. /**
  60099. * PostProcessRenderPipelineManager class
  60100. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60101. */
  60102. export class PostProcessRenderPipelineManager {
  60103. private _renderPipelines;
  60104. /**
  60105. * Initializes a PostProcessRenderPipelineManager
  60106. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60107. */
  60108. constructor();
  60109. /**
  60110. * Gets the list of supported render pipelines
  60111. */
  60112. readonly supportedPipelines: PostProcessRenderPipeline[];
  60113. /**
  60114. * Adds a pipeline to the manager
  60115. * @param renderPipeline The pipeline to add
  60116. */
  60117. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60118. /**
  60119. * Attaches a camera to the pipeline
  60120. * @param renderPipelineName The name of the pipeline to attach to
  60121. * @param cameras the camera to attach
  60122. * @param unique if the camera can be attached multiple times to the pipeline
  60123. */
  60124. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60125. /**
  60126. * Detaches a camera from the pipeline
  60127. * @param renderPipelineName The name of the pipeline to detach from
  60128. * @param cameras the camera to detach
  60129. */
  60130. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60131. /**
  60132. * Enables an effect by name on a pipeline
  60133. * @param renderPipelineName the name of the pipeline to enable the effect in
  60134. * @param renderEffectName the name of the effect to enable
  60135. * @param cameras the cameras that the effect should be enabled on
  60136. */
  60137. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60138. /**
  60139. * Disables an effect by name on a pipeline
  60140. * @param renderPipelineName the name of the pipeline to disable the effect in
  60141. * @param renderEffectName the name of the effect to disable
  60142. * @param cameras the cameras that the effect should be disabled on
  60143. */
  60144. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60145. /**
  60146. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60147. */
  60148. update(): void;
  60149. /** @hidden */
  60150. _rebuild(): void;
  60151. /**
  60152. * Disposes of the manager and pipelines
  60153. */
  60154. dispose(): void;
  60155. }
  60156. }
  60157. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60158. import { ISceneComponent } from "babylonjs/sceneComponent";
  60159. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60160. import { Scene } from "babylonjs/scene";
  60161. module "babylonjs/scene" {
  60162. interface Scene {
  60163. /** @hidden (Backing field) */
  60164. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60165. /**
  60166. * Gets the postprocess render pipeline manager
  60167. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60168. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60169. */
  60170. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60171. }
  60172. }
  60173. /**
  60174. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60175. */
  60176. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60177. /**
  60178. * The component name helpfull to identify the component in the list of scene components.
  60179. */
  60180. readonly name: string;
  60181. /**
  60182. * The scene the component belongs to.
  60183. */
  60184. scene: Scene;
  60185. /**
  60186. * Creates a new instance of the component for the given scene
  60187. * @param scene Defines the scene to register the component in
  60188. */
  60189. constructor(scene: Scene);
  60190. /**
  60191. * Registers the component in a given scene
  60192. */
  60193. register(): void;
  60194. /**
  60195. * Rebuilds the elements related to this component in case of
  60196. * context lost for instance.
  60197. */
  60198. rebuild(): void;
  60199. /**
  60200. * Disposes the component and the associated ressources
  60201. */
  60202. dispose(): void;
  60203. private _gatherRenderTargets;
  60204. }
  60205. }
  60206. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60207. import { Nullable } from "babylonjs/types";
  60208. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60209. import { Camera } from "babylonjs/Cameras/camera";
  60210. import { IDisposable } from "babylonjs/scene";
  60211. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60212. import { Scene } from "babylonjs/scene";
  60213. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60214. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60215. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60216. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60217. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60218. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60219. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60220. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60221. import { Animation } from "babylonjs/Animations/animation";
  60222. /**
  60223. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60224. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60225. */
  60226. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60227. private _scene;
  60228. private _camerasToBeAttached;
  60229. /**
  60230. * ID of the sharpen post process,
  60231. */
  60232. private readonly SharpenPostProcessId;
  60233. /**
  60234. * @ignore
  60235. * ID of the image processing post process;
  60236. */
  60237. readonly ImageProcessingPostProcessId: string;
  60238. /**
  60239. * @ignore
  60240. * ID of the Fast Approximate Anti-Aliasing post process;
  60241. */
  60242. readonly FxaaPostProcessId: string;
  60243. /**
  60244. * ID of the chromatic aberration post process,
  60245. */
  60246. private readonly ChromaticAberrationPostProcessId;
  60247. /**
  60248. * ID of the grain post process
  60249. */
  60250. private readonly GrainPostProcessId;
  60251. /**
  60252. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60253. */
  60254. sharpen: SharpenPostProcess;
  60255. private _sharpenEffect;
  60256. private bloom;
  60257. /**
  60258. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60259. */
  60260. depthOfField: DepthOfFieldEffect;
  60261. /**
  60262. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60263. */
  60264. fxaa: FxaaPostProcess;
  60265. /**
  60266. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60267. */
  60268. imageProcessing: ImageProcessingPostProcess;
  60269. /**
  60270. * Chromatic aberration post process which will shift rgb colors in the image
  60271. */
  60272. chromaticAberration: ChromaticAberrationPostProcess;
  60273. private _chromaticAberrationEffect;
  60274. /**
  60275. * Grain post process which add noise to the image
  60276. */
  60277. grain: GrainPostProcess;
  60278. private _grainEffect;
  60279. /**
  60280. * Glow post process which adds a glow to emissive areas of the image
  60281. */
  60282. private _glowLayer;
  60283. /**
  60284. * Animations which can be used to tweak settings over a period of time
  60285. */
  60286. animations: Animation[];
  60287. private _imageProcessingConfigurationObserver;
  60288. private _sharpenEnabled;
  60289. private _bloomEnabled;
  60290. private _depthOfFieldEnabled;
  60291. private _depthOfFieldBlurLevel;
  60292. private _fxaaEnabled;
  60293. private _imageProcessingEnabled;
  60294. private _defaultPipelineTextureType;
  60295. private _bloomScale;
  60296. private _chromaticAberrationEnabled;
  60297. private _grainEnabled;
  60298. private _buildAllowed;
  60299. /**
  60300. * Gets active scene
  60301. */
  60302. readonly scene: Scene;
  60303. /**
  60304. * Enable or disable the sharpen process from the pipeline
  60305. */
  60306. sharpenEnabled: boolean;
  60307. private _resizeObserver;
  60308. private _hardwareScaleLevel;
  60309. private _bloomKernel;
  60310. /**
  60311. * Specifies the size of the bloom blur kernel, relative to the final output size
  60312. */
  60313. bloomKernel: number;
  60314. /**
  60315. * Specifies the weight of the bloom in the final rendering
  60316. */
  60317. private _bloomWeight;
  60318. /**
  60319. * Specifies the luma threshold for the area that will be blurred by the bloom
  60320. */
  60321. private _bloomThreshold;
  60322. private _hdr;
  60323. /**
  60324. * The strength of the bloom.
  60325. */
  60326. bloomWeight: number;
  60327. /**
  60328. * The strength of the bloom.
  60329. */
  60330. bloomThreshold: number;
  60331. /**
  60332. * The scale of the bloom, lower value will provide better performance.
  60333. */
  60334. bloomScale: number;
  60335. /**
  60336. * Enable or disable the bloom from the pipeline
  60337. */
  60338. bloomEnabled: boolean;
  60339. private _rebuildBloom;
  60340. /**
  60341. * If the depth of field is enabled.
  60342. */
  60343. depthOfFieldEnabled: boolean;
  60344. /**
  60345. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60346. */
  60347. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60348. /**
  60349. * If the anti aliasing is enabled.
  60350. */
  60351. fxaaEnabled: boolean;
  60352. private _samples;
  60353. /**
  60354. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60355. */
  60356. samples: number;
  60357. /**
  60358. * If image processing is enabled.
  60359. */
  60360. imageProcessingEnabled: boolean;
  60361. /**
  60362. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60363. */
  60364. glowLayerEnabled: boolean;
  60365. /**
  60366. * Gets the glow layer (or null if not defined)
  60367. */
  60368. readonly glowLayer: Nullable<GlowLayer>;
  60369. /**
  60370. * Enable or disable the chromaticAberration process from the pipeline
  60371. */
  60372. chromaticAberrationEnabled: boolean;
  60373. /**
  60374. * Enable or disable the grain process from the pipeline
  60375. */
  60376. grainEnabled: boolean;
  60377. /**
  60378. * @constructor
  60379. * @param name - The rendering pipeline name (default: "")
  60380. * @param hdr - If high dynamic range textures should be used (default: true)
  60381. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60382. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60383. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60384. */
  60385. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60386. /**
  60387. * Get the class name
  60388. * @returns "DefaultRenderingPipeline"
  60389. */
  60390. getClassName(): string;
  60391. /**
  60392. * Force the compilation of the entire pipeline.
  60393. */
  60394. prepare(): void;
  60395. private _hasCleared;
  60396. private _prevPostProcess;
  60397. private _prevPrevPostProcess;
  60398. private _setAutoClearAndTextureSharing;
  60399. private _depthOfFieldSceneObserver;
  60400. private _buildPipeline;
  60401. private _disposePostProcesses;
  60402. /**
  60403. * Adds a camera to the pipeline
  60404. * @param camera the camera to be added
  60405. */
  60406. addCamera(camera: Camera): void;
  60407. /**
  60408. * Removes a camera from the pipeline
  60409. * @param camera the camera to remove
  60410. */
  60411. removeCamera(camera: Camera): void;
  60412. /**
  60413. * Dispose of the pipeline and stop all post processes
  60414. */
  60415. dispose(): void;
  60416. /**
  60417. * Serialize the rendering pipeline (Used when exporting)
  60418. * @returns the serialized object
  60419. */
  60420. serialize(): any;
  60421. /**
  60422. * Parse the serialized pipeline
  60423. * @param source Source pipeline.
  60424. * @param scene The scene to load the pipeline to.
  60425. * @param rootUrl The URL of the serialized pipeline.
  60426. * @returns An instantiated pipeline from the serialized object.
  60427. */
  60428. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60429. }
  60430. }
  60431. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60432. /** @hidden */
  60433. export var lensHighlightsPixelShader: {
  60434. name: string;
  60435. shader: string;
  60436. };
  60437. }
  60438. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60439. /** @hidden */
  60440. export var depthOfFieldPixelShader: {
  60441. name: string;
  60442. shader: string;
  60443. };
  60444. }
  60445. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60446. import { Camera } from "babylonjs/Cameras/camera";
  60447. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60448. import { Scene } from "babylonjs/scene";
  60449. import "babylonjs/Shaders/chromaticAberration.fragment";
  60450. import "babylonjs/Shaders/lensHighlights.fragment";
  60451. import "babylonjs/Shaders/depthOfField.fragment";
  60452. /**
  60453. * BABYLON.JS Chromatic Aberration GLSL Shader
  60454. * Author: Olivier Guyot
  60455. * Separates very slightly R, G and B colors on the edges of the screen
  60456. * Inspired by Francois Tarlier & Martins Upitis
  60457. */
  60458. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60459. /**
  60460. * @ignore
  60461. * The chromatic aberration PostProcess id in the pipeline
  60462. */
  60463. LensChromaticAberrationEffect: string;
  60464. /**
  60465. * @ignore
  60466. * The highlights enhancing PostProcess id in the pipeline
  60467. */
  60468. HighlightsEnhancingEffect: string;
  60469. /**
  60470. * @ignore
  60471. * The depth-of-field PostProcess id in the pipeline
  60472. */
  60473. LensDepthOfFieldEffect: string;
  60474. private _scene;
  60475. private _depthTexture;
  60476. private _grainTexture;
  60477. private _chromaticAberrationPostProcess;
  60478. private _highlightsPostProcess;
  60479. private _depthOfFieldPostProcess;
  60480. private _edgeBlur;
  60481. private _grainAmount;
  60482. private _chromaticAberration;
  60483. private _distortion;
  60484. private _highlightsGain;
  60485. private _highlightsThreshold;
  60486. private _dofDistance;
  60487. private _dofAperture;
  60488. private _dofDarken;
  60489. private _dofPentagon;
  60490. private _blurNoise;
  60491. /**
  60492. * @constructor
  60493. *
  60494. * Effect parameters are as follow:
  60495. * {
  60496. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60497. * edge_blur: number; // from 0 to x (1 for realism)
  60498. * distortion: number; // from 0 to x (1 for realism)
  60499. * grain_amount: number; // from 0 to 1
  60500. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60501. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60502. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60503. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60504. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60505. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60506. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60507. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60508. * }
  60509. * Note: if an effect parameter is unset, effect is disabled
  60510. *
  60511. * @param name The rendering pipeline name
  60512. * @param parameters - An object containing all parameters (see above)
  60513. * @param scene The scene linked to this pipeline
  60514. * @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)
  60515. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60516. */
  60517. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60518. /**
  60519. * Get the class name
  60520. * @returns "LensRenderingPipeline"
  60521. */
  60522. getClassName(): string;
  60523. /**
  60524. * Gets associated scene
  60525. */
  60526. readonly scene: Scene;
  60527. /**
  60528. * Gets or sets the edge blur
  60529. */
  60530. edgeBlur: number;
  60531. /**
  60532. * Gets or sets the grain amount
  60533. */
  60534. grainAmount: number;
  60535. /**
  60536. * Gets or sets the chromatic aberration amount
  60537. */
  60538. chromaticAberration: number;
  60539. /**
  60540. * Gets or sets the depth of field aperture
  60541. */
  60542. dofAperture: number;
  60543. /**
  60544. * Gets or sets the edge distortion
  60545. */
  60546. edgeDistortion: number;
  60547. /**
  60548. * Gets or sets the depth of field distortion
  60549. */
  60550. dofDistortion: number;
  60551. /**
  60552. * Gets or sets the darken out of focus amount
  60553. */
  60554. darkenOutOfFocus: number;
  60555. /**
  60556. * Gets or sets a boolean indicating if blur noise is enabled
  60557. */
  60558. blurNoise: boolean;
  60559. /**
  60560. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60561. */
  60562. pentagonBokeh: boolean;
  60563. /**
  60564. * Gets or sets the highlight grain amount
  60565. */
  60566. highlightsGain: number;
  60567. /**
  60568. * Gets or sets the highlight threshold
  60569. */
  60570. highlightsThreshold: number;
  60571. /**
  60572. * Sets the amount of blur at the edges
  60573. * @param amount blur amount
  60574. */
  60575. setEdgeBlur(amount: number): void;
  60576. /**
  60577. * Sets edge blur to 0
  60578. */
  60579. disableEdgeBlur(): void;
  60580. /**
  60581. * Sets the amout of grain
  60582. * @param amount Amount of grain
  60583. */
  60584. setGrainAmount(amount: number): void;
  60585. /**
  60586. * Set grain amount to 0
  60587. */
  60588. disableGrain(): void;
  60589. /**
  60590. * Sets the chromatic aberration amount
  60591. * @param amount amount of chromatic aberration
  60592. */
  60593. setChromaticAberration(amount: number): void;
  60594. /**
  60595. * Sets chromatic aberration amount to 0
  60596. */
  60597. disableChromaticAberration(): void;
  60598. /**
  60599. * Sets the EdgeDistortion amount
  60600. * @param amount amount of EdgeDistortion
  60601. */
  60602. setEdgeDistortion(amount: number): void;
  60603. /**
  60604. * Sets edge distortion to 0
  60605. */
  60606. disableEdgeDistortion(): void;
  60607. /**
  60608. * Sets the FocusDistance amount
  60609. * @param amount amount of FocusDistance
  60610. */
  60611. setFocusDistance(amount: number): void;
  60612. /**
  60613. * Disables depth of field
  60614. */
  60615. disableDepthOfField(): void;
  60616. /**
  60617. * Sets the Aperture amount
  60618. * @param amount amount of Aperture
  60619. */
  60620. setAperture(amount: number): void;
  60621. /**
  60622. * Sets the DarkenOutOfFocus amount
  60623. * @param amount amount of DarkenOutOfFocus
  60624. */
  60625. setDarkenOutOfFocus(amount: number): void;
  60626. private _pentagonBokehIsEnabled;
  60627. /**
  60628. * Creates a pentagon bokeh effect
  60629. */
  60630. enablePentagonBokeh(): void;
  60631. /**
  60632. * Disables the pentagon bokeh effect
  60633. */
  60634. disablePentagonBokeh(): void;
  60635. /**
  60636. * Enables noise blur
  60637. */
  60638. enableNoiseBlur(): void;
  60639. /**
  60640. * Disables noise blur
  60641. */
  60642. disableNoiseBlur(): void;
  60643. /**
  60644. * Sets the HighlightsGain amount
  60645. * @param amount amount of HighlightsGain
  60646. */
  60647. setHighlightsGain(amount: number): void;
  60648. /**
  60649. * Sets the HighlightsThreshold amount
  60650. * @param amount amount of HighlightsThreshold
  60651. */
  60652. setHighlightsThreshold(amount: number): void;
  60653. /**
  60654. * Disables highlights
  60655. */
  60656. disableHighlights(): void;
  60657. /**
  60658. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60659. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60660. */
  60661. dispose(disableDepthRender?: boolean): void;
  60662. private _createChromaticAberrationPostProcess;
  60663. private _createHighlightsPostProcess;
  60664. private _createDepthOfFieldPostProcess;
  60665. private _createGrainTexture;
  60666. }
  60667. }
  60668. declare module "babylonjs/Shaders/ssao2.fragment" {
  60669. /** @hidden */
  60670. export var ssao2PixelShader: {
  60671. name: string;
  60672. shader: string;
  60673. };
  60674. }
  60675. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60676. /** @hidden */
  60677. export var ssaoCombinePixelShader: {
  60678. name: string;
  60679. shader: string;
  60680. };
  60681. }
  60682. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60683. import { Camera } from "babylonjs/Cameras/camera";
  60684. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60685. import { Scene } from "babylonjs/scene";
  60686. import "babylonjs/Shaders/ssao2.fragment";
  60687. import "babylonjs/Shaders/ssaoCombine.fragment";
  60688. /**
  60689. * Render pipeline to produce ssao effect
  60690. */
  60691. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60692. /**
  60693. * @ignore
  60694. * The PassPostProcess id in the pipeline that contains the original scene color
  60695. */
  60696. SSAOOriginalSceneColorEffect: string;
  60697. /**
  60698. * @ignore
  60699. * The SSAO PostProcess id in the pipeline
  60700. */
  60701. SSAORenderEffect: string;
  60702. /**
  60703. * @ignore
  60704. * The horizontal blur PostProcess id in the pipeline
  60705. */
  60706. SSAOBlurHRenderEffect: string;
  60707. /**
  60708. * @ignore
  60709. * The vertical blur PostProcess id in the pipeline
  60710. */
  60711. SSAOBlurVRenderEffect: string;
  60712. /**
  60713. * @ignore
  60714. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60715. */
  60716. SSAOCombineRenderEffect: string;
  60717. /**
  60718. * The output strength of the SSAO post-process. Default value is 1.0.
  60719. */
  60720. totalStrength: number;
  60721. /**
  60722. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60723. */
  60724. maxZ: number;
  60725. /**
  60726. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60727. */
  60728. minZAspect: number;
  60729. private _samples;
  60730. /**
  60731. * Number of samples used for the SSAO calculations. Default value is 8
  60732. */
  60733. samples: number;
  60734. private _textureSamples;
  60735. /**
  60736. * Number of samples to use for antialiasing
  60737. */
  60738. textureSamples: number;
  60739. /**
  60740. * Ratio object used for SSAO ratio and blur ratio
  60741. */
  60742. private _ratio;
  60743. /**
  60744. * Dynamically generated sphere sampler.
  60745. */
  60746. private _sampleSphere;
  60747. /**
  60748. * Blur filter offsets
  60749. */
  60750. private _samplerOffsets;
  60751. private _expensiveBlur;
  60752. /**
  60753. * If bilateral blur should be used
  60754. */
  60755. expensiveBlur: boolean;
  60756. /**
  60757. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60758. */
  60759. radius: number;
  60760. /**
  60761. * The base color of the SSAO post-process
  60762. * The final result is "base + ssao" between [0, 1]
  60763. */
  60764. base: number;
  60765. /**
  60766. * Support test.
  60767. */
  60768. static readonly IsSupported: boolean;
  60769. private _scene;
  60770. private _depthTexture;
  60771. private _normalTexture;
  60772. private _randomTexture;
  60773. private _originalColorPostProcess;
  60774. private _ssaoPostProcess;
  60775. private _blurHPostProcess;
  60776. private _blurVPostProcess;
  60777. private _ssaoCombinePostProcess;
  60778. private _firstUpdate;
  60779. /**
  60780. * Gets active scene
  60781. */
  60782. readonly scene: Scene;
  60783. /**
  60784. * @constructor
  60785. * @param name The rendering pipeline name
  60786. * @param scene The scene linked to this pipeline
  60787. * @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 }
  60788. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60789. */
  60790. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60791. /**
  60792. * Get the class name
  60793. * @returns "SSAO2RenderingPipeline"
  60794. */
  60795. getClassName(): string;
  60796. /**
  60797. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60798. */
  60799. dispose(disableGeometryBufferRenderer?: boolean): void;
  60800. private _createBlurPostProcess;
  60801. /** @hidden */
  60802. _rebuild(): void;
  60803. private _bits;
  60804. private _radicalInverse_VdC;
  60805. private _hammersley;
  60806. private _hemisphereSample_uniform;
  60807. private _generateHemisphere;
  60808. private _createSSAOPostProcess;
  60809. private _createSSAOCombinePostProcess;
  60810. private _createRandomTexture;
  60811. /**
  60812. * Serialize the rendering pipeline (Used when exporting)
  60813. * @returns the serialized object
  60814. */
  60815. serialize(): any;
  60816. /**
  60817. * Parse the serialized pipeline
  60818. * @param source Source pipeline.
  60819. * @param scene The scene to load the pipeline to.
  60820. * @param rootUrl The URL of the serialized pipeline.
  60821. * @returns An instantiated pipeline from the serialized object.
  60822. */
  60823. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  60824. }
  60825. }
  60826. declare module "babylonjs/Shaders/ssao.fragment" {
  60827. /** @hidden */
  60828. export var ssaoPixelShader: {
  60829. name: string;
  60830. shader: string;
  60831. };
  60832. }
  60833. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  60834. import { Camera } from "babylonjs/Cameras/camera";
  60835. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60836. import { Scene } from "babylonjs/scene";
  60837. import "babylonjs/Shaders/ssao.fragment";
  60838. import "babylonjs/Shaders/ssaoCombine.fragment";
  60839. /**
  60840. * Render pipeline to produce ssao effect
  60841. */
  60842. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  60843. /**
  60844. * @ignore
  60845. * The PassPostProcess id in the pipeline that contains the original scene color
  60846. */
  60847. SSAOOriginalSceneColorEffect: string;
  60848. /**
  60849. * @ignore
  60850. * The SSAO PostProcess id in the pipeline
  60851. */
  60852. SSAORenderEffect: string;
  60853. /**
  60854. * @ignore
  60855. * The horizontal blur PostProcess id in the pipeline
  60856. */
  60857. SSAOBlurHRenderEffect: string;
  60858. /**
  60859. * @ignore
  60860. * The vertical blur PostProcess id in the pipeline
  60861. */
  60862. SSAOBlurVRenderEffect: string;
  60863. /**
  60864. * @ignore
  60865. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60866. */
  60867. SSAOCombineRenderEffect: string;
  60868. /**
  60869. * The output strength of the SSAO post-process. Default value is 1.0.
  60870. */
  60871. totalStrength: number;
  60872. /**
  60873. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  60874. */
  60875. radius: number;
  60876. /**
  60877. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  60878. * Must not be equal to fallOff and superior to fallOff.
  60879. * Default value is 0.0075
  60880. */
  60881. area: number;
  60882. /**
  60883. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  60884. * Must not be equal to area and inferior to area.
  60885. * Default value is 0.000001
  60886. */
  60887. fallOff: number;
  60888. /**
  60889. * The base color of the SSAO post-process
  60890. * The final result is "base + ssao" between [0, 1]
  60891. */
  60892. base: number;
  60893. private _scene;
  60894. private _depthTexture;
  60895. private _randomTexture;
  60896. private _originalColorPostProcess;
  60897. private _ssaoPostProcess;
  60898. private _blurHPostProcess;
  60899. private _blurVPostProcess;
  60900. private _ssaoCombinePostProcess;
  60901. private _firstUpdate;
  60902. /**
  60903. * Gets active scene
  60904. */
  60905. readonly scene: Scene;
  60906. /**
  60907. * @constructor
  60908. * @param name - The rendering pipeline name
  60909. * @param scene - The scene linked to this pipeline
  60910. * @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 }
  60911. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  60912. */
  60913. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60914. /**
  60915. * Get the class name
  60916. * @returns "SSAORenderingPipeline"
  60917. */
  60918. getClassName(): string;
  60919. /**
  60920. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60921. */
  60922. dispose(disableDepthRender?: boolean): void;
  60923. private _createBlurPostProcess;
  60924. /** @hidden */
  60925. _rebuild(): void;
  60926. private _createSSAOPostProcess;
  60927. private _createSSAOCombinePostProcess;
  60928. private _createRandomTexture;
  60929. }
  60930. }
  60931. declare module "babylonjs/Shaders/standard.fragment" {
  60932. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  60933. /** @hidden */
  60934. export var standardPixelShader: {
  60935. name: string;
  60936. shader: string;
  60937. };
  60938. }
  60939. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  60940. import { Nullable } from "babylonjs/types";
  60941. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60942. import { Camera } from "babylonjs/Cameras/camera";
  60943. import { Texture } from "babylonjs/Materials/Textures/texture";
  60944. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60945. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60946. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60947. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60948. import { IDisposable } from "babylonjs/scene";
  60949. import { SpotLight } from "babylonjs/Lights/spotLight";
  60950. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  60951. import { Scene } from "babylonjs/scene";
  60952. import { Animation } from "babylonjs/Animations/animation";
  60953. import "babylonjs/Shaders/standard.fragment";
  60954. /**
  60955. * Standard rendering pipeline
  60956. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  60957. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  60958. */
  60959. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60960. /**
  60961. * Public members
  60962. */
  60963. /**
  60964. * Post-process which contains the original scene color before the pipeline applies all the effects
  60965. */
  60966. originalPostProcess: Nullable<PostProcess>;
  60967. /**
  60968. * Post-process used to down scale an image x4
  60969. */
  60970. downSampleX4PostProcess: Nullable<PostProcess>;
  60971. /**
  60972. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  60973. */
  60974. brightPassPostProcess: Nullable<PostProcess>;
  60975. /**
  60976. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  60977. */
  60978. blurHPostProcesses: PostProcess[];
  60979. /**
  60980. * Post-process array storing all the vertical blur post-processes used by the pipeline
  60981. */
  60982. blurVPostProcesses: PostProcess[];
  60983. /**
  60984. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  60985. */
  60986. textureAdderPostProcess: Nullable<PostProcess>;
  60987. /**
  60988. * Post-process used to create volumetric lighting effect
  60989. */
  60990. volumetricLightPostProcess: Nullable<PostProcess>;
  60991. /**
  60992. * Post-process used to smooth the previous volumetric light post-process on the X axis
  60993. */
  60994. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  60995. /**
  60996. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  60997. */
  60998. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  60999. /**
  61000. * Post-process used to merge the volumetric light effect and the real scene color
  61001. */
  61002. volumetricLightMergePostProces: Nullable<PostProcess>;
  61003. /**
  61004. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61005. */
  61006. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61007. /**
  61008. * Base post-process used to calculate the average luminance of the final image for HDR
  61009. */
  61010. luminancePostProcess: Nullable<PostProcess>;
  61011. /**
  61012. * Post-processes used to create down sample post-processes in order to get
  61013. * the average luminance of the final image for HDR
  61014. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61015. */
  61016. luminanceDownSamplePostProcesses: PostProcess[];
  61017. /**
  61018. * Post-process used to create a HDR effect (light adaptation)
  61019. */
  61020. hdrPostProcess: Nullable<PostProcess>;
  61021. /**
  61022. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61023. */
  61024. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61025. /**
  61026. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61027. */
  61028. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61029. /**
  61030. * Post-process used to merge the final HDR post-process and the real scene color
  61031. */
  61032. hdrFinalPostProcess: Nullable<PostProcess>;
  61033. /**
  61034. * Post-process used to create a lens flare effect
  61035. */
  61036. lensFlarePostProcess: Nullable<PostProcess>;
  61037. /**
  61038. * Post-process that merges the result of the lens flare post-process and the real scene color
  61039. */
  61040. lensFlareComposePostProcess: Nullable<PostProcess>;
  61041. /**
  61042. * Post-process used to create a motion blur effect
  61043. */
  61044. motionBlurPostProcess: Nullable<PostProcess>;
  61045. /**
  61046. * Post-process used to create a depth of field effect
  61047. */
  61048. depthOfFieldPostProcess: Nullable<PostProcess>;
  61049. /**
  61050. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61051. */
  61052. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61053. /**
  61054. * Represents the brightness threshold in order to configure the illuminated surfaces
  61055. */
  61056. brightThreshold: number;
  61057. /**
  61058. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61059. */
  61060. blurWidth: number;
  61061. /**
  61062. * Sets if the blur for highlighted surfaces must be only horizontal
  61063. */
  61064. horizontalBlur: boolean;
  61065. /**
  61066. * Gets the overall exposure used by the pipeline
  61067. */
  61068. /**
  61069. * Sets the overall exposure used by the pipeline
  61070. */
  61071. exposure: number;
  61072. /**
  61073. * Texture used typically to simulate "dirty" on camera lens
  61074. */
  61075. lensTexture: Nullable<Texture>;
  61076. /**
  61077. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61078. */
  61079. volumetricLightCoefficient: number;
  61080. /**
  61081. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61082. */
  61083. volumetricLightPower: number;
  61084. /**
  61085. * Used the set the blur intensity to smooth the volumetric lights
  61086. */
  61087. volumetricLightBlurScale: number;
  61088. /**
  61089. * Light (spot or directional) used to generate the volumetric lights rays
  61090. * The source light must have a shadow generate so the pipeline can get its
  61091. * depth map
  61092. */
  61093. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61094. /**
  61095. * For eye adaptation, represents the minimum luminance the eye can see
  61096. */
  61097. hdrMinimumLuminance: number;
  61098. /**
  61099. * For eye adaptation, represents the decrease luminance speed
  61100. */
  61101. hdrDecreaseRate: number;
  61102. /**
  61103. * For eye adaptation, represents the increase luminance speed
  61104. */
  61105. hdrIncreaseRate: number;
  61106. /**
  61107. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61108. */
  61109. /**
  61110. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61111. */
  61112. hdrAutoExposure: boolean;
  61113. /**
  61114. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61115. */
  61116. lensColorTexture: Nullable<Texture>;
  61117. /**
  61118. * The overall strengh for the lens flare effect
  61119. */
  61120. lensFlareStrength: number;
  61121. /**
  61122. * Dispersion coefficient for lens flare ghosts
  61123. */
  61124. lensFlareGhostDispersal: number;
  61125. /**
  61126. * Main lens flare halo width
  61127. */
  61128. lensFlareHaloWidth: number;
  61129. /**
  61130. * Based on the lens distortion effect, defines how much the lens flare result
  61131. * is distorted
  61132. */
  61133. lensFlareDistortionStrength: number;
  61134. /**
  61135. * Lens star texture must be used to simulate rays on the flares and is available
  61136. * in the documentation
  61137. */
  61138. lensStarTexture: Nullable<Texture>;
  61139. /**
  61140. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61141. * flare effect by taking account of the dirt texture
  61142. */
  61143. lensFlareDirtTexture: Nullable<Texture>;
  61144. /**
  61145. * Represents the focal length for the depth of field effect
  61146. */
  61147. depthOfFieldDistance: number;
  61148. /**
  61149. * Represents the blur intensity for the blurred part of the depth of field effect
  61150. */
  61151. depthOfFieldBlurWidth: number;
  61152. /**
  61153. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61154. */
  61155. /**
  61156. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61157. */
  61158. motionStrength: number;
  61159. /**
  61160. * Gets wether or not the motion blur post-process is object based or screen based.
  61161. */
  61162. /**
  61163. * Sets wether or not the motion blur post-process should be object based or screen based
  61164. */
  61165. objectBasedMotionBlur: boolean;
  61166. /**
  61167. * List of animations for the pipeline (IAnimatable implementation)
  61168. */
  61169. animations: Animation[];
  61170. /**
  61171. * Private members
  61172. */
  61173. private _scene;
  61174. private _currentDepthOfFieldSource;
  61175. private _basePostProcess;
  61176. private _fixedExposure;
  61177. private _currentExposure;
  61178. private _hdrAutoExposure;
  61179. private _hdrCurrentLuminance;
  61180. private _motionStrength;
  61181. private _isObjectBasedMotionBlur;
  61182. private _floatTextureType;
  61183. private _ratio;
  61184. private _bloomEnabled;
  61185. private _depthOfFieldEnabled;
  61186. private _vlsEnabled;
  61187. private _lensFlareEnabled;
  61188. private _hdrEnabled;
  61189. private _motionBlurEnabled;
  61190. private _fxaaEnabled;
  61191. private _motionBlurSamples;
  61192. private _volumetricLightStepsCount;
  61193. private _samples;
  61194. /**
  61195. * @ignore
  61196. * Specifies if the bloom pipeline is enabled
  61197. */
  61198. BloomEnabled: boolean;
  61199. /**
  61200. * @ignore
  61201. * Specifies if the depth of field pipeline is enabed
  61202. */
  61203. DepthOfFieldEnabled: boolean;
  61204. /**
  61205. * @ignore
  61206. * Specifies if the lens flare pipeline is enabed
  61207. */
  61208. LensFlareEnabled: boolean;
  61209. /**
  61210. * @ignore
  61211. * Specifies if the HDR pipeline is enabled
  61212. */
  61213. HDREnabled: boolean;
  61214. /**
  61215. * @ignore
  61216. * Specifies if the volumetric lights scattering effect is enabled
  61217. */
  61218. VLSEnabled: boolean;
  61219. /**
  61220. * @ignore
  61221. * Specifies if the motion blur effect is enabled
  61222. */
  61223. MotionBlurEnabled: boolean;
  61224. /**
  61225. * Specifies if anti-aliasing is enabled
  61226. */
  61227. fxaaEnabled: boolean;
  61228. /**
  61229. * Specifies the number of steps used to calculate the volumetric lights
  61230. * Typically in interval [50, 200]
  61231. */
  61232. volumetricLightStepsCount: number;
  61233. /**
  61234. * Specifies the number of samples used for the motion blur effect
  61235. * Typically in interval [16, 64]
  61236. */
  61237. motionBlurSamples: number;
  61238. /**
  61239. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61240. */
  61241. samples: number;
  61242. /**
  61243. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61244. * @constructor
  61245. * @param name The rendering pipeline name
  61246. * @param scene The scene linked to this pipeline
  61247. * @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)
  61248. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61249. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61250. */
  61251. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61252. private _buildPipeline;
  61253. private _createDownSampleX4PostProcess;
  61254. private _createBrightPassPostProcess;
  61255. private _createBlurPostProcesses;
  61256. private _createTextureAdderPostProcess;
  61257. private _createVolumetricLightPostProcess;
  61258. private _createLuminancePostProcesses;
  61259. private _createHdrPostProcess;
  61260. private _createLensFlarePostProcess;
  61261. private _createDepthOfFieldPostProcess;
  61262. private _createMotionBlurPostProcess;
  61263. private _getDepthTexture;
  61264. private _disposePostProcesses;
  61265. /**
  61266. * Dispose of the pipeline and stop all post processes
  61267. */
  61268. dispose(): void;
  61269. /**
  61270. * Serialize the rendering pipeline (Used when exporting)
  61271. * @returns the serialized object
  61272. */
  61273. serialize(): any;
  61274. /**
  61275. * Parse the serialized pipeline
  61276. * @param source Source pipeline.
  61277. * @param scene The scene to load the pipeline to.
  61278. * @param rootUrl The URL of the serialized pipeline.
  61279. * @returns An instantiated pipeline from the serialized object.
  61280. */
  61281. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61282. /**
  61283. * Luminance steps
  61284. */
  61285. static LuminanceSteps: number;
  61286. }
  61287. }
  61288. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61289. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61290. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61291. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61292. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61293. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61294. }
  61295. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61296. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61297. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61298. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61299. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61300. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61301. }
  61302. declare module "babylonjs/Shaders/tonemap.fragment" {
  61303. /** @hidden */
  61304. export var tonemapPixelShader: {
  61305. name: string;
  61306. shader: string;
  61307. };
  61308. }
  61309. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61310. import { Camera } from "babylonjs/Cameras/camera";
  61311. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61312. import "babylonjs/Shaders/tonemap.fragment";
  61313. import { Engine } from "babylonjs/Engines/engine";
  61314. /** Defines operator used for tonemapping */
  61315. export enum TonemappingOperator {
  61316. /** Hable */
  61317. Hable = 0,
  61318. /** Reinhard */
  61319. Reinhard = 1,
  61320. /** HejiDawson */
  61321. HejiDawson = 2,
  61322. /** Photographic */
  61323. Photographic = 3
  61324. }
  61325. /**
  61326. * Defines a post process to apply tone mapping
  61327. */
  61328. export class TonemapPostProcess extends PostProcess {
  61329. private _operator;
  61330. /** Defines the required exposure adjustement */
  61331. exposureAdjustment: number;
  61332. /**
  61333. * Creates a new TonemapPostProcess
  61334. * @param name defines the name of the postprocess
  61335. * @param _operator defines the operator to use
  61336. * @param exposureAdjustment defines the required exposure adjustement
  61337. * @param camera defines the camera to use (can be null)
  61338. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61339. * @param engine defines the hosting engine (can be ignore if camera is set)
  61340. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61341. */
  61342. constructor(name: string, _operator: TonemappingOperator,
  61343. /** Defines the required exposure adjustement */
  61344. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61345. }
  61346. }
  61347. declare module "babylonjs/Shaders/depth.vertex" {
  61348. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61349. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61350. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61351. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61352. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61353. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61354. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61355. /** @hidden */
  61356. export var depthVertexShader: {
  61357. name: string;
  61358. shader: string;
  61359. };
  61360. }
  61361. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61362. /** @hidden */
  61363. export var volumetricLightScatteringPixelShader: {
  61364. name: string;
  61365. shader: string;
  61366. };
  61367. }
  61368. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61369. /** @hidden */
  61370. export var volumetricLightScatteringPassPixelShader: {
  61371. name: string;
  61372. shader: string;
  61373. };
  61374. }
  61375. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61376. import { Vector3 } from "babylonjs/Maths/math.vector";
  61377. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61378. import { Mesh } from "babylonjs/Meshes/mesh";
  61379. import { Camera } from "babylonjs/Cameras/camera";
  61380. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61381. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61382. import { Scene } from "babylonjs/scene";
  61383. import "babylonjs/Meshes/Builders/planeBuilder";
  61384. import "babylonjs/Shaders/depth.vertex";
  61385. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61386. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61387. import { Engine } from "babylonjs/Engines/engine";
  61388. /**
  61389. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61390. */
  61391. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61392. private _volumetricLightScatteringPass;
  61393. private _volumetricLightScatteringRTT;
  61394. private _viewPort;
  61395. private _screenCoordinates;
  61396. private _cachedDefines;
  61397. /**
  61398. * If not undefined, the mesh position is computed from the attached node position
  61399. */
  61400. attachedNode: {
  61401. position: Vector3;
  61402. };
  61403. /**
  61404. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61405. */
  61406. customMeshPosition: Vector3;
  61407. /**
  61408. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61409. */
  61410. useCustomMeshPosition: boolean;
  61411. /**
  61412. * If the post-process should inverse the light scattering direction
  61413. */
  61414. invert: boolean;
  61415. /**
  61416. * The internal mesh used by the post-process
  61417. */
  61418. mesh: Mesh;
  61419. /**
  61420. * @hidden
  61421. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61422. */
  61423. useDiffuseColor: boolean;
  61424. /**
  61425. * Array containing the excluded meshes not rendered in the internal pass
  61426. */
  61427. excludedMeshes: AbstractMesh[];
  61428. /**
  61429. * Controls the overall intensity of the post-process
  61430. */
  61431. exposure: number;
  61432. /**
  61433. * Dissipates each sample's contribution in range [0, 1]
  61434. */
  61435. decay: number;
  61436. /**
  61437. * Controls the overall intensity of each sample
  61438. */
  61439. weight: number;
  61440. /**
  61441. * Controls the density of each sample
  61442. */
  61443. density: number;
  61444. /**
  61445. * @constructor
  61446. * @param name The post-process name
  61447. * @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)
  61448. * @param camera The camera that the post-process will be attached to
  61449. * @param mesh The mesh used to create the light scattering
  61450. * @param samples The post-process quality, default 100
  61451. * @param samplingModeThe post-process filtering mode
  61452. * @param engine The babylon engine
  61453. * @param reusable If the post-process is reusable
  61454. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61455. */
  61456. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61457. /**
  61458. * Returns the string "VolumetricLightScatteringPostProcess"
  61459. * @returns "VolumetricLightScatteringPostProcess"
  61460. */
  61461. getClassName(): string;
  61462. private _isReady;
  61463. /**
  61464. * Sets the new light position for light scattering effect
  61465. * @param position The new custom light position
  61466. */
  61467. setCustomMeshPosition(position: Vector3): void;
  61468. /**
  61469. * Returns the light position for light scattering effect
  61470. * @return Vector3 The custom light position
  61471. */
  61472. getCustomMeshPosition(): Vector3;
  61473. /**
  61474. * Disposes the internal assets and detaches the post-process from the camera
  61475. */
  61476. dispose(camera: Camera): void;
  61477. /**
  61478. * Returns the render target texture used by the post-process
  61479. * @return the render target texture used by the post-process
  61480. */
  61481. getPass(): RenderTargetTexture;
  61482. private _meshExcluded;
  61483. private _createPass;
  61484. private _updateMeshScreenCoordinates;
  61485. /**
  61486. * Creates a default mesh for the Volumeric Light Scattering post-process
  61487. * @param name The mesh name
  61488. * @param scene The scene where to create the mesh
  61489. * @return the default mesh
  61490. */
  61491. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61492. }
  61493. }
  61494. declare module "babylonjs/PostProcesses/index" {
  61495. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61496. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61497. export * from "babylonjs/PostProcesses/bloomEffect";
  61498. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61499. export * from "babylonjs/PostProcesses/blurPostProcess";
  61500. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61501. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61502. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61503. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61504. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61505. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61506. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61507. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61508. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61509. export * from "babylonjs/PostProcesses/filterPostProcess";
  61510. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61511. export * from "babylonjs/PostProcesses/grainPostProcess";
  61512. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61513. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61514. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61515. export * from "babylonjs/PostProcesses/passPostProcess";
  61516. export * from "babylonjs/PostProcesses/postProcess";
  61517. export * from "babylonjs/PostProcesses/postProcessManager";
  61518. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61519. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61520. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61521. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61522. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61523. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61524. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61525. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61526. }
  61527. declare module "babylonjs/Probes/index" {
  61528. export * from "babylonjs/Probes/reflectionProbe";
  61529. }
  61530. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61531. import { Scene } from "babylonjs/scene";
  61532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61533. import { SmartArray } from "babylonjs/Misc/smartArray";
  61534. import { ISceneComponent } from "babylonjs/sceneComponent";
  61535. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61536. import "babylonjs/Meshes/Builders/boxBuilder";
  61537. import "babylonjs/Shaders/color.fragment";
  61538. import "babylonjs/Shaders/color.vertex";
  61539. import { Color3 } from "babylonjs/Maths/math.color";
  61540. module "babylonjs/scene" {
  61541. interface Scene {
  61542. /** @hidden (Backing field) */
  61543. _boundingBoxRenderer: BoundingBoxRenderer;
  61544. /** @hidden (Backing field) */
  61545. _forceShowBoundingBoxes: boolean;
  61546. /**
  61547. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61548. */
  61549. forceShowBoundingBoxes: boolean;
  61550. /**
  61551. * Gets the bounding box renderer associated with the scene
  61552. * @returns a BoundingBoxRenderer
  61553. */
  61554. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61555. }
  61556. }
  61557. module "babylonjs/Meshes/abstractMesh" {
  61558. interface AbstractMesh {
  61559. /** @hidden (Backing field) */
  61560. _showBoundingBox: boolean;
  61561. /**
  61562. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61563. */
  61564. showBoundingBox: boolean;
  61565. }
  61566. }
  61567. /**
  61568. * Component responsible of rendering the bounding box of the meshes in a scene.
  61569. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61570. */
  61571. export class BoundingBoxRenderer implements ISceneComponent {
  61572. /**
  61573. * The component name helpfull to identify the component in the list of scene components.
  61574. */
  61575. readonly name: string;
  61576. /**
  61577. * The scene the component belongs to.
  61578. */
  61579. scene: Scene;
  61580. /**
  61581. * Color of the bounding box lines placed in front of an object
  61582. */
  61583. frontColor: Color3;
  61584. /**
  61585. * Color of the bounding box lines placed behind an object
  61586. */
  61587. backColor: Color3;
  61588. /**
  61589. * Defines if the renderer should show the back lines or not
  61590. */
  61591. showBackLines: boolean;
  61592. /**
  61593. * @hidden
  61594. */
  61595. renderList: SmartArray<BoundingBox>;
  61596. private _colorShader;
  61597. private _vertexBuffers;
  61598. private _indexBuffer;
  61599. private _fillIndexBuffer;
  61600. private _fillIndexData;
  61601. /**
  61602. * Instantiates a new bounding box renderer in a scene.
  61603. * @param scene the scene the renderer renders in
  61604. */
  61605. constructor(scene: Scene);
  61606. /**
  61607. * Registers the component in a given scene
  61608. */
  61609. register(): void;
  61610. private _evaluateSubMesh;
  61611. private _activeMesh;
  61612. private _prepareRessources;
  61613. private _createIndexBuffer;
  61614. /**
  61615. * Rebuilds the elements related to this component in case of
  61616. * context lost for instance.
  61617. */
  61618. rebuild(): void;
  61619. /**
  61620. * @hidden
  61621. */
  61622. reset(): void;
  61623. /**
  61624. * Render the bounding boxes of a specific rendering group
  61625. * @param renderingGroupId defines the rendering group to render
  61626. */
  61627. render(renderingGroupId: number): void;
  61628. /**
  61629. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61630. * @param mesh Define the mesh to render the occlusion bounding box for
  61631. */
  61632. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61633. /**
  61634. * Dispose and release the resources attached to this renderer.
  61635. */
  61636. dispose(): void;
  61637. }
  61638. }
  61639. declare module "babylonjs/Shaders/depth.fragment" {
  61640. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61641. /** @hidden */
  61642. export var depthPixelShader: {
  61643. name: string;
  61644. shader: string;
  61645. };
  61646. }
  61647. declare module "babylonjs/Rendering/depthRenderer" {
  61648. import { Nullable } from "babylonjs/types";
  61649. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61650. import { Scene } from "babylonjs/scene";
  61651. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61652. import { Camera } from "babylonjs/Cameras/camera";
  61653. import "babylonjs/Shaders/depth.fragment";
  61654. import "babylonjs/Shaders/depth.vertex";
  61655. /**
  61656. * This represents a depth renderer in Babylon.
  61657. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61658. */
  61659. export class DepthRenderer {
  61660. private _scene;
  61661. private _depthMap;
  61662. private _effect;
  61663. private readonly _storeNonLinearDepth;
  61664. private readonly _clearColor;
  61665. /** Get if the depth renderer is using packed depth or not */
  61666. readonly isPacked: boolean;
  61667. private _cachedDefines;
  61668. private _camera;
  61669. /**
  61670. * Specifiess that the depth renderer will only be used within
  61671. * the camera it is created for.
  61672. * This can help forcing its rendering during the camera processing.
  61673. */
  61674. useOnlyInActiveCamera: boolean;
  61675. /** @hidden */
  61676. static _SceneComponentInitialization: (scene: Scene) => void;
  61677. /**
  61678. * Instantiates a depth renderer
  61679. * @param scene The scene the renderer belongs to
  61680. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61681. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61682. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61683. */
  61684. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61685. /**
  61686. * Creates the depth rendering effect and checks if the effect is ready.
  61687. * @param subMesh The submesh to be used to render the depth map of
  61688. * @param useInstances If multiple world instances should be used
  61689. * @returns if the depth renderer is ready to render the depth map
  61690. */
  61691. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61692. /**
  61693. * Gets the texture which the depth map will be written to.
  61694. * @returns The depth map texture
  61695. */
  61696. getDepthMap(): RenderTargetTexture;
  61697. /**
  61698. * Disposes of the depth renderer.
  61699. */
  61700. dispose(): void;
  61701. }
  61702. }
  61703. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61704. import { Nullable } from "babylonjs/types";
  61705. import { Scene } from "babylonjs/scene";
  61706. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61707. import { Camera } from "babylonjs/Cameras/camera";
  61708. import { ISceneComponent } from "babylonjs/sceneComponent";
  61709. module "babylonjs/scene" {
  61710. interface Scene {
  61711. /** @hidden (Backing field) */
  61712. _depthRenderer: {
  61713. [id: string]: DepthRenderer;
  61714. };
  61715. /**
  61716. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61717. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61718. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61719. * @returns the created depth renderer
  61720. */
  61721. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61722. /**
  61723. * Disables a depth renderer for a given camera
  61724. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61725. */
  61726. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61727. }
  61728. }
  61729. /**
  61730. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61731. * in several rendering techniques.
  61732. */
  61733. export class DepthRendererSceneComponent implements ISceneComponent {
  61734. /**
  61735. * The component name helpfull to identify the component in the list of scene components.
  61736. */
  61737. readonly name: string;
  61738. /**
  61739. * The scene the component belongs to.
  61740. */
  61741. scene: Scene;
  61742. /**
  61743. * Creates a new instance of the component for the given scene
  61744. * @param scene Defines the scene to register the component in
  61745. */
  61746. constructor(scene: Scene);
  61747. /**
  61748. * Registers the component in a given scene
  61749. */
  61750. register(): void;
  61751. /**
  61752. * Rebuilds the elements related to this component in case of
  61753. * context lost for instance.
  61754. */
  61755. rebuild(): void;
  61756. /**
  61757. * Disposes the component and the associated ressources
  61758. */
  61759. dispose(): void;
  61760. private _gatherRenderTargets;
  61761. private _gatherActiveCameraRenderTargets;
  61762. }
  61763. }
  61764. declare module "babylonjs/Shaders/outline.fragment" {
  61765. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61766. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61767. /** @hidden */
  61768. export var outlinePixelShader: {
  61769. name: string;
  61770. shader: string;
  61771. };
  61772. }
  61773. declare module "babylonjs/Shaders/outline.vertex" {
  61774. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61775. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61776. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61777. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61778. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61779. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61780. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61781. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61782. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61783. /** @hidden */
  61784. export var outlineVertexShader: {
  61785. name: string;
  61786. shader: string;
  61787. };
  61788. }
  61789. declare module "babylonjs/Rendering/outlineRenderer" {
  61790. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61791. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61792. import { Scene } from "babylonjs/scene";
  61793. import { ISceneComponent } from "babylonjs/sceneComponent";
  61794. import "babylonjs/Shaders/outline.fragment";
  61795. import "babylonjs/Shaders/outline.vertex";
  61796. module "babylonjs/scene" {
  61797. interface Scene {
  61798. /** @hidden */
  61799. _outlineRenderer: OutlineRenderer;
  61800. /**
  61801. * Gets the outline renderer associated with the scene
  61802. * @returns a OutlineRenderer
  61803. */
  61804. getOutlineRenderer(): OutlineRenderer;
  61805. }
  61806. }
  61807. module "babylonjs/Meshes/abstractMesh" {
  61808. interface AbstractMesh {
  61809. /** @hidden (Backing field) */
  61810. _renderOutline: boolean;
  61811. /**
  61812. * Gets or sets a boolean indicating if the outline must be rendered as well
  61813. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61814. */
  61815. renderOutline: boolean;
  61816. /** @hidden (Backing field) */
  61817. _renderOverlay: boolean;
  61818. /**
  61819. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61820. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61821. */
  61822. renderOverlay: boolean;
  61823. }
  61824. }
  61825. /**
  61826. * This class is responsible to draw bothe outline/overlay of meshes.
  61827. * It should not be used directly but through the available method on mesh.
  61828. */
  61829. export class OutlineRenderer implements ISceneComponent {
  61830. /**
  61831. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61832. */
  61833. private static _StencilReference;
  61834. /**
  61835. * The name of the component. Each component must have a unique name.
  61836. */
  61837. name: string;
  61838. /**
  61839. * The scene the component belongs to.
  61840. */
  61841. scene: Scene;
  61842. /**
  61843. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61844. */
  61845. zOffset: number;
  61846. private _engine;
  61847. private _effect;
  61848. private _cachedDefines;
  61849. private _savedDepthWrite;
  61850. /**
  61851. * Instantiates a new outline renderer. (There could be only one per scene).
  61852. * @param scene Defines the scene it belongs to
  61853. */
  61854. constructor(scene: Scene);
  61855. /**
  61856. * Register the component to one instance of a scene.
  61857. */
  61858. register(): void;
  61859. /**
  61860. * Rebuilds the elements related to this component in case of
  61861. * context lost for instance.
  61862. */
  61863. rebuild(): void;
  61864. /**
  61865. * Disposes the component and the associated ressources.
  61866. */
  61867. dispose(): void;
  61868. /**
  61869. * Renders the outline in the canvas.
  61870. * @param subMesh Defines the sumesh to render
  61871. * @param batch Defines the batch of meshes in case of instances
  61872. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61873. */
  61874. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61875. /**
  61876. * Returns whether or not the outline renderer is ready for a given submesh.
  61877. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61878. * @param subMesh Defines the submesh to check readyness for
  61879. * @param useInstances Defines wheter wee are trying to render instances or not
  61880. * @returns true if ready otherwise false
  61881. */
  61882. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61883. private _beforeRenderingMesh;
  61884. private _afterRenderingMesh;
  61885. }
  61886. }
  61887. declare module "babylonjs/Rendering/index" {
  61888. export * from "babylonjs/Rendering/boundingBoxRenderer";
  61889. export * from "babylonjs/Rendering/depthRenderer";
  61890. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  61891. export * from "babylonjs/Rendering/edgesRenderer";
  61892. export * from "babylonjs/Rendering/geometryBufferRenderer";
  61893. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61894. export * from "babylonjs/Rendering/outlineRenderer";
  61895. export * from "babylonjs/Rendering/renderingGroup";
  61896. export * from "babylonjs/Rendering/renderingManager";
  61897. export * from "babylonjs/Rendering/utilityLayerRenderer";
  61898. }
  61899. declare module "babylonjs/Sprites/index" {
  61900. export * from "babylonjs/Sprites/sprite";
  61901. export * from "babylonjs/Sprites/spriteManager";
  61902. export * from "babylonjs/Sprites/spriteSceneComponent";
  61903. }
  61904. declare module "babylonjs/Misc/assetsManager" {
  61905. import { Scene } from "babylonjs/scene";
  61906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61907. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61908. import { Skeleton } from "babylonjs/Bones/skeleton";
  61909. import { Observable } from "babylonjs/Misc/observable";
  61910. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  61911. import { Texture } from "babylonjs/Materials/Textures/texture";
  61912. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  61913. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  61914. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  61915. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  61916. /**
  61917. * Defines the list of states available for a task inside a AssetsManager
  61918. */
  61919. export enum AssetTaskState {
  61920. /**
  61921. * Initialization
  61922. */
  61923. INIT = 0,
  61924. /**
  61925. * Running
  61926. */
  61927. RUNNING = 1,
  61928. /**
  61929. * Done
  61930. */
  61931. DONE = 2,
  61932. /**
  61933. * Error
  61934. */
  61935. ERROR = 3
  61936. }
  61937. /**
  61938. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  61939. */
  61940. export abstract class AbstractAssetTask {
  61941. /**
  61942. * Task name
  61943. */ name: string;
  61944. /**
  61945. * Callback called when the task is successful
  61946. */
  61947. onSuccess: (task: any) => void;
  61948. /**
  61949. * Callback called when the task is not successful
  61950. */
  61951. onError: (task: any, message?: string, exception?: any) => void;
  61952. /**
  61953. * Creates a new AssetsManager
  61954. * @param name defines the name of the task
  61955. */
  61956. constructor(
  61957. /**
  61958. * Task name
  61959. */ name: string);
  61960. private _isCompleted;
  61961. private _taskState;
  61962. private _errorObject;
  61963. /**
  61964. * Get if the task is completed
  61965. */
  61966. readonly isCompleted: boolean;
  61967. /**
  61968. * Gets the current state of the task
  61969. */
  61970. readonly taskState: AssetTaskState;
  61971. /**
  61972. * Gets the current error object (if task is in error)
  61973. */
  61974. readonly errorObject: {
  61975. message?: string;
  61976. exception?: any;
  61977. };
  61978. /**
  61979. * Internal only
  61980. * @hidden
  61981. */
  61982. _setErrorObject(message?: string, exception?: any): void;
  61983. /**
  61984. * Execute the current task
  61985. * @param scene defines the scene where you want your assets to be loaded
  61986. * @param onSuccess is a callback called when the task is successfully executed
  61987. * @param onError is a callback called if an error occurs
  61988. */
  61989. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61990. /**
  61991. * Execute the current task
  61992. * @param scene defines the scene where you want your assets to be loaded
  61993. * @param onSuccess is a callback called when the task is successfully executed
  61994. * @param onError is a callback called if an error occurs
  61995. */
  61996. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61997. /**
  61998. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  61999. * This can be used with failed tasks that have the reason for failure fixed.
  62000. */
  62001. reset(): void;
  62002. private onErrorCallback;
  62003. private onDoneCallback;
  62004. }
  62005. /**
  62006. * Define the interface used by progress events raised during assets loading
  62007. */
  62008. export interface IAssetsProgressEvent {
  62009. /**
  62010. * Defines the number of remaining tasks to process
  62011. */
  62012. remainingCount: number;
  62013. /**
  62014. * Defines the total number of tasks
  62015. */
  62016. totalCount: number;
  62017. /**
  62018. * Defines the task that was just processed
  62019. */
  62020. task: AbstractAssetTask;
  62021. }
  62022. /**
  62023. * Class used to share progress information about assets loading
  62024. */
  62025. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62026. /**
  62027. * Defines the number of remaining tasks to process
  62028. */
  62029. remainingCount: number;
  62030. /**
  62031. * Defines the total number of tasks
  62032. */
  62033. totalCount: number;
  62034. /**
  62035. * Defines the task that was just processed
  62036. */
  62037. task: AbstractAssetTask;
  62038. /**
  62039. * Creates a AssetsProgressEvent
  62040. * @param remainingCount defines the number of remaining tasks to process
  62041. * @param totalCount defines the total number of tasks
  62042. * @param task defines the task that was just processed
  62043. */
  62044. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62045. }
  62046. /**
  62047. * Define a task used by AssetsManager to load meshes
  62048. */
  62049. export class MeshAssetTask extends AbstractAssetTask {
  62050. /**
  62051. * Defines the name of the task
  62052. */
  62053. name: string;
  62054. /**
  62055. * Defines the list of mesh's names you want to load
  62056. */
  62057. meshesNames: any;
  62058. /**
  62059. * Defines the root url to use as a base to load your meshes and associated resources
  62060. */
  62061. rootUrl: string;
  62062. /**
  62063. * Defines the filename of the scene to load from
  62064. */
  62065. sceneFilename: string;
  62066. /**
  62067. * Gets the list of loaded meshes
  62068. */
  62069. loadedMeshes: Array<AbstractMesh>;
  62070. /**
  62071. * Gets the list of loaded particle systems
  62072. */
  62073. loadedParticleSystems: Array<IParticleSystem>;
  62074. /**
  62075. * Gets the list of loaded skeletons
  62076. */
  62077. loadedSkeletons: Array<Skeleton>;
  62078. /**
  62079. * Gets the list of loaded animation groups
  62080. */
  62081. loadedAnimationGroups: Array<AnimationGroup>;
  62082. /**
  62083. * Callback called when the task is successful
  62084. */
  62085. onSuccess: (task: MeshAssetTask) => void;
  62086. /**
  62087. * Callback called when the task is successful
  62088. */
  62089. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62090. /**
  62091. * Creates a new MeshAssetTask
  62092. * @param name defines the name of the task
  62093. * @param meshesNames defines the list of mesh's names you want to load
  62094. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62095. * @param sceneFilename defines the filename of the scene to load from
  62096. */
  62097. constructor(
  62098. /**
  62099. * Defines the name of the task
  62100. */
  62101. name: string,
  62102. /**
  62103. * Defines the list of mesh's names you want to load
  62104. */
  62105. meshesNames: any,
  62106. /**
  62107. * Defines the root url to use as a base to load your meshes and associated resources
  62108. */
  62109. rootUrl: string,
  62110. /**
  62111. * Defines the filename of the scene to load from
  62112. */
  62113. sceneFilename: string);
  62114. /**
  62115. * Execute the current task
  62116. * @param scene defines the scene where you want your assets to be loaded
  62117. * @param onSuccess is a callback called when the task is successfully executed
  62118. * @param onError is a callback called if an error occurs
  62119. */
  62120. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62121. }
  62122. /**
  62123. * Define a task used by AssetsManager to load text content
  62124. */
  62125. export class TextFileAssetTask extends AbstractAssetTask {
  62126. /**
  62127. * Defines the name of the task
  62128. */
  62129. name: string;
  62130. /**
  62131. * Defines the location of the file to load
  62132. */
  62133. url: string;
  62134. /**
  62135. * Gets the loaded text string
  62136. */
  62137. text: string;
  62138. /**
  62139. * Callback called when the task is successful
  62140. */
  62141. onSuccess: (task: TextFileAssetTask) => void;
  62142. /**
  62143. * Callback called when the task is successful
  62144. */
  62145. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62146. /**
  62147. * Creates a new TextFileAssetTask object
  62148. * @param name defines the name of the task
  62149. * @param url defines the location of the file to load
  62150. */
  62151. constructor(
  62152. /**
  62153. * Defines the name of the task
  62154. */
  62155. name: string,
  62156. /**
  62157. * Defines the location of the file to load
  62158. */
  62159. url: string);
  62160. /**
  62161. * Execute the current task
  62162. * @param scene defines the scene where you want your assets to be loaded
  62163. * @param onSuccess is a callback called when the task is successfully executed
  62164. * @param onError is a callback called if an error occurs
  62165. */
  62166. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62167. }
  62168. /**
  62169. * Define a task used by AssetsManager to load binary data
  62170. */
  62171. export class BinaryFileAssetTask extends AbstractAssetTask {
  62172. /**
  62173. * Defines the name of the task
  62174. */
  62175. name: string;
  62176. /**
  62177. * Defines the location of the file to load
  62178. */
  62179. url: string;
  62180. /**
  62181. * Gets the lodaded data (as an array buffer)
  62182. */
  62183. data: ArrayBuffer;
  62184. /**
  62185. * Callback called when the task is successful
  62186. */
  62187. onSuccess: (task: BinaryFileAssetTask) => void;
  62188. /**
  62189. * Callback called when the task is successful
  62190. */
  62191. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62192. /**
  62193. * Creates a new BinaryFileAssetTask object
  62194. * @param name defines the name of the new task
  62195. * @param url defines the location of the file to load
  62196. */
  62197. constructor(
  62198. /**
  62199. * Defines the name of the task
  62200. */
  62201. name: string,
  62202. /**
  62203. * Defines the location of the file to load
  62204. */
  62205. url: string);
  62206. /**
  62207. * Execute the current task
  62208. * @param scene defines the scene where you want your assets to be loaded
  62209. * @param onSuccess is a callback called when the task is successfully executed
  62210. * @param onError is a callback called if an error occurs
  62211. */
  62212. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62213. }
  62214. /**
  62215. * Define a task used by AssetsManager to load images
  62216. */
  62217. export class ImageAssetTask extends AbstractAssetTask {
  62218. /**
  62219. * Defines the name of the task
  62220. */
  62221. name: string;
  62222. /**
  62223. * Defines the location of the image to load
  62224. */
  62225. url: string;
  62226. /**
  62227. * Gets the loaded images
  62228. */
  62229. image: HTMLImageElement;
  62230. /**
  62231. * Callback called when the task is successful
  62232. */
  62233. onSuccess: (task: ImageAssetTask) => void;
  62234. /**
  62235. * Callback called when the task is successful
  62236. */
  62237. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62238. /**
  62239. * Creates a new ImageAssetTask
  62240. * @param name defines the name of the task
  62241. * @param url defines the location of the image to load
  62242. */
  62243. constructor(
  62244. /**
  62245. * Defines the name of the task
  62246. */
  62247. name: string,
  62248. /**
  62249. * Defines the location of the image to load
  62250. */
  62251. url: string);
  62252. /**
  62253. * Execute the current task
  62254. * @param scene defines the scene where you want your assets to be loaded
  62255. * @param onSuccess is a callback called when the task is successfully executed
  62256. * @param onError is a callback called if an error occurs
  62257. */
  62258. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62259. }
  62260. /**
  62261. * Defines the interface used by texture loading tasks
  62262. */
  62263. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62264. /**
  62265. * Gets the loaded texture
  62266. */
  62267. texture: TEX;
  62268. }
  62269. /**
  62270. * Define a task used by AssetsManager to load 2D textures
  62271. */
  62272. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62273. /**
  62274. * Defines the name of the task
  62275. */
  62276. name: string;
  62277. /**
  62278. * Defines the location of the file to load
  62279. */
  62280. url: string;
  62281. /**
  62282. * Defines if mipmap should not be generated (default is false)
  62283. */
  62284. noMipmap?: boolean | undefined;
  62285. /**
  62286. * Defines if texture must be inverted on Y axis (default is false)
  62287. */
  62288. invertY?: boolean | undefined;
  62289. /**
  62290. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62291. */
  62292. samplingMode: number;
  62293. /**
  62294. * Gets the loaded texture
  62295. */
  62296. texture: Texture;
  62297. /**
  62298. * Callback called when the task is successful
  62299. */
  62300. onSuccess: (task: TextureAssetTask) => void;
  62301. /**
  62302. * Callback called when the task is successful
  62303. */
  62304. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62305. /**
  62306. * Creates a new TextureAssetTask object
  62307. * @param name defines the name of the task
  62308. * @param url defines the location of the file to load
  62309. * @param noMipmap defines if mipmap should not be generated (default is false)
  62310. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62311. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62312. */
  62313. constructor(
  62314. /**
  62315. * Defines the name of the task
  62316. */
  62317. name: string,
  62318. /**
  62319. * Defines the location of the file to load
  62320. */
  62321. url: string,
  62322. /**
  62323. * Defines if mipmap should not be generated (default is false)
  62324. */
  62325. noMipmap?: boolean | undefined,
  62326. /**
  62327. * Defines if texture must be inverted on Y axis (default is false)
  62328. */
  62329. invertY?: boolean | undefined,
  62330. /**
  62331. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62332. */
  62333. samplingMode?: number);
  62334. /**
  62335. * Execute the current task
  62336. * @param scene defines the scene where you want your assets to be loaded
  62337. * @param onSuccess is a callback called when the task is successfully executed
  62338. * @param onError is a callback called if an error occurs
  62339. */
  62340. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62341. }
  62342. /**
  62343. * Define a task used by AssetsManager to load cube textures
  62344. */
  62345. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62346. /**
  62347. * Defines the name of the task
  62348. */
  62349. name: string;
  62350. /**
  62351. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62352. */
  62353. url: string;
  62354. /**
  62355. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62356. */
  62357. extensions?: string[] | undefined;
  62358. /**
  62359. * Defines if mipmaps should not be generated (default is false)
  62360. */
  62361. noMipmap?: boolean | undefined;
  62362. /**
  62363. * Defines the explicit list of files (undefined by default)
  62364. */
  62365. files?: string[] | undefined;
  62366. /**
  62367. * Gets the loaded texture
  62368. */
  62369. texture: CubeTexture;
  62370. /**
  62371. * Callback called when the task is successful
  62372. */
  62373. onSuccess: (task: CubeTextureAssetTask) => void;
  62374. /**
  62375. * Callback called when the task is successful
  62376. */
  62377. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62378. /**
  62379. * Creates a new CubeTextureAssetTask
  62380. * @param name defines the name of the task
  62381. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62382. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62383. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62384. * @param files defines the explicit list of files (undefined by default)
  62385. */
  62386. constructor(
  62387. /**
  62388. * Defines the name of the task
  62389. */
  62390. name: string,
  62391. /**
  62392. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62393. */
  62394. url: string,
  62395. /**
  62396. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62397. */
  62398. extensions?: string[] | undefined,
  62399. /**
  62400. * Defines if mipmaps should not be generated (default is false)
  62401. */
  62402. noMipmap?: boolean | undefined,
  62403. /**
  62404. * Defines the explicit list of files (undefined by default)
  62405. */
  62406. files?: string[] | undefined);
  62407. /**
  62408. * Execute the current task
  62409. * @param scene defines the scene where you want your assets to be loaded
  62410. * @param onSuccess is a callback called when the task is successfully executed
  62411. * @param onError is a callback called if an error occurs
  62412. */
  62413. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62414. }
  62415. /**
  62416. * Define a task used by AssetsManager to load HDR cube textures
  62417. */
  62418. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62419. /**
  62420. * Defines the name of the task
  62421. */
  62422. name: string;
  62423. /**
  62424. * Defines the location of the file to load
  62425. */
  62426. url: string;
  62427. /**
  62428. * Defines the desired size (the more it increases the longer the generation will be)
  62429. */
  62430. size: number;
  62431. /**
  62432. * Defines if mipmaps should not be generated (default is false)
  62433. */
  62434. noMipmap: boolean;
  62435. /**
  62436. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62437. */
  62438. generateHarmonics: boolean;
  62439. /**
  62440. * 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)
  62441. */
  62442. gammaSpace: boolean;
  62443. /**
  62444. * Internal Use Only
  62445. */
  62446. reserved: boolean;
  62447. /**
  62448. * Gets the loaded texture
  62449. */
  62450. texture: HDRCubeTexture;
  62451. /**
  62452. * Callback called when the task is successful
  62453. */
  62454. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62455. /**
  62456. * Callback called when the task is successful
  62457. */
  62458. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62459. /**
  62460. * Creates a new HDRCubeTextureAssetTask object
  62461. * @param name defines the name of the task
  62462. * @param url defines the location of the file to load
  62463. * @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.
  62464. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62465. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62466. * @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)
  62467. * @param reserved Internal use only
  62468. */
  62469. constructor(
  62470. /**
  62471. * Defines the name of the task
  62472. */
  62473. name: string,
  62474. /**
  62475. * Defines the location of the file to load
  62476. */
  62477. url: string,
  62478. /**
  62479. * Defines the desired size (the more it increases the longer the generation will be)
  62480. */
  62481. size: number,
  62482. /**
  62483. * Defines if mipmaps should not be generated (default is false)
  62484. */
  62485. noMipmap?: boolean,
  62486. /**
  62487. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62488. */
  62489. generateHarmonics?: boolean,
  62490. /**
  62491. * 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)
  62492. */
  62493. gammaSpace?: boolean,
  62494. /**
  62495. * Internal Use Only
  62496. */
  62497. reserved?: boolean);
  62498. /**
  62499. * Execute the current task
  62500. * @param scene defines the scene where you want your assets to be loaded
  62501. * @param onSuccess is a callback called when the task is successfully executed
  62502. * @param onError is a callback called if an error occurs
  62503. */
  62504. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62505. }
  62506. /**
  62507. * Define a task used by AssetsManager to load Equirectangular cube textures
  62508. */
  62509. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62510. /**
  62511. * Defines the name of the task
  62512. */
  62513. name: string;
  62514. /**
  62515. * Defines the location of the file to load
  62516. */
  62517. url: string;
  62518. /**
  62519. * Defines the desired size (the more it increases the longer the generation will be)
  62520. */
  62521. size: number;
  62522. /**
  62523. * Defines if mipmaps should not be generated (default is false)
  62524. */
  62525. noMipmap: boolean;
  62526. /**
  62527. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62528. * but the standard material would require them in Gamma space) (default is true)
  62529. */
  62530. gammaSpace: boolean;
  62531. /**
  62532. * Gets the loaded texture
  62533. */
  62534. texture: EquiRectangularCubeTexture;
  62535. /**
  62536. * Callback called when the task is successful
  62537. */
  62538. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62539. /**
  62540. * Callback called when the task is successful
  62541. */
  62542. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62543. /**
  62544. * Creates a new EquiRectangularCubeTextureAssetTask object
  62545. * @param name defines the name of the task
  62546. * @param url defines the location of the file to load
  62547. * @param size defines the desired size (the more it increases the longer the generation will be)
  62548. * If the size is omitted this implies you are using a preprocessed cubemap.
  62549. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62550. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62551. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62552. * (default is true)
  62553. */
  62554. constructor(
  62555. /**
  62556. * Defines the name of the task
  62557. */
  62558. name: string,
  62559. /**
  62560. * Defines the location of the file to load
  62561. */
  62562. url: string,
  62563. /**
  62564. * Defines the desired size (the more it increases the longer the generation will be)
  62565. */
  62566. size: number,
  62567. /**
  62568. * Defines if mipmaps should not be generated (default is false)
  62569. */
  62570. noMipmap?: boolean,
  62571. /**
  62572. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62573. * but the standard material would require them in Gamma space) (default is true)
  62574. */
  62575. gammaSpace?: boolean);
  62576. /**
  62577. * Execute the current task
  62578. * @param scene defines the scene where you want your assets to be loaded
  62579. * @param onSuccess is a callback called when the task is successfully executed
  62580. * @param onError is a callback called if an error occurs
  62581. */
  62582. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62583. }
  62584. /**
  62585. * This class can be used to easily import assets into a scene
  62586. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62587. */
  62588. export class AssetsManager {
  62589. private _scene;
  62590. private _isLoading;
  62591. protected _tasks: AbstractAssetTask[];
  62592. protected _waitingTasksCount: number;
  62593. protected _totalTasksCount: number;
  62594. /**
  62595. * Callback called when all tasks are processed
  62596. */
  62597. onFinish: (tasks: AbstractAssetTask[]) => void;
  62598. /**
  62599. * Callback called when a task is successful
  62600. */
  62601. onTaskSuccess: (task: AbstractAssetTask) => void;
  62602. /**
  62603. * Callback called when a task had an error
  62604. */
  62605. onTaskError: (task: AbstractAssetTask) => void;
  62606. /**
  62607. * Callback called when a task is done (whatever the result is)
  62608. */
  62609. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62610. /**
  62611. * Observable called when all tasks are processed
  62612. */
  62613. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62614. /**
  62615. * Observable called when a task had an error
  62616. */
  62617. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62618. /**
  62619. * Observable called when all tasks were executed
  62620. */
  62621. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62622. /**
  62623. * Observable called when a task is done (whatever the result is)
  62624. */
  62625. onProgressObservable: Observable<IAssetsProgressEvent>;
  62626. /**
  62627. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62628. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62629. */
  62630. useDefaultLoadingScreen: boolean;
  62631. /**
  62632. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62633. * when all assets have been downloaded.
  62634. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62635. */
  62636. autoHideLoadingUI: boolean;
  62637. /**
  62638. * Creates a new AssetsManager
  62639. * @param scene defines the scene to work on
  62640. */
  62641. constructor(scene: Scene);
  62642. /**
  62643. * Add a MeshAssetTask to the list of active tasks
  62644. * @param taskName defines the name of the new task
  62645. * @param meshesNames defines the name of meshes to load
  62646. * @param rootUrl defines the root url to use to locate files
  62647. * @param sceneFilename defines the filename of the scene file
  62648. * @returns a new MeshAssetTask object
  62649. */
  62650. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62651. /**
  62652. * Add a TextFileAssetTask to the list of active tasks
  62653. * @param taskName defines the name of the new task
  62654. * @param url defines the url of the file to load
  62655. * @returns a new TextFileAssetTask object
  62656. */
  62657. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62658. /**
  62659. * Add a BinaryFileAssetTask to the list of active tasks
  62660. * @param taskName defines the name of the new task
  62661. * @param url defines the url of the file to load
  62662. * @returns a new BinaryFileAssetTask object
  62663. */
  62664. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62665. /**
  62666. * Add a ImageAssetTask to the list of active tasks
  62667. * @param taskName defines the name of the new task
  62668. * @param url defines the url of the file to load
  62669. * @returns a new ImageAssetTask object
  62670. */
  62671. addImageTask(taskName: string, url: string): ImageAssetTask;
  62672. /**
  62673. * Add a TextureAssetTask to the list of active tasks
  62674. * @param taskName defines the name of the new task
  62675. * @param url defines the url of the file to load
  62676. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62677. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62678. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62679. * @returns a new TextureAssetTask object
  62680. */
  62681. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62682. /**
  62683. * Add a CubeTextureAssetTask to the list of active tasks
  62684. * @param taskName defines the name of the new task
  62685. * @param url defines the url of the file to load
  62686. * @param extensions defines the extension to use to load the cube map (can be null)
  62687. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62688. * @param files defines the list of files to load (can be null)
  62689. * @returns a new CubeTextureAssetTask object
  62690. */
  62691. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62692. /**
  62693. *
  62694. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62695. * @param taskName defines the name of the new task
  62696. * @param url defines the url of the file to load
  62697. * @param size defines the size you want for the cubemap (can be null)
  62698. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62699. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62700. * @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)
  62701. * @param reserved Internal use only
  62702. * @returns a new HDRCubeTextureAssetTask object
  62703. */
  62704. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62705. /**
  62706. *
  62707. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62708. * @param taskName defines the name of the new task
  62709. * @param url defines the url of the file to load
  62710. * @param size defines the size you want for the cubemap (can be null)
  62711. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62712. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62713. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62714. * @returns a new EquiRectangularCubeTextureAssetTask object
  62715. */
  62716. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62717. /**
  62718. * Remove a task from the assets manager.
  62719. * @param task the task to remove
  62720. */
  62721. removeTask(task: AbstractAssetTask): void;
  62722. private _decreaseWaitingTasksCount;
  62723. private _runTask;
  62724. /**
  62725. * Reset the AssetsManager and remove all tasks
  62726. * @return the current instance of the AssetsManager
  62727. */
  62728. reset(): AssetsManager;
  62729. /**
  62730. * Start the loading process
  62731. * @return the current instance of the AssetsManager
  62732. */
  62733. load(): AssetsManager;
  62734. /**
  62735. * Start the loading process as an async operation
  62736. * @return a promise returning the list of failed tasks
  62737. */
  62738. loadAsync(): Promise<void>;
  62739. }
  62740. }
  62741. declare module "babylonjs/Misc/deferred" {
  62742. /**
  62743. * Wrapper class for promise with external resolve and reject.
  62744. */
  62745. export class Deferred<T> {
  62746. /**
  62747. * The promise associated with this deferred object.
  62748. */
  62749. readonly promise: Promise<T>;
  62750. private _resolve;
  62751. private _reject;
  62752. /**
  62753. * The resolve method of the promise associated with this deferred object.
  62754. */
  62755. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62756. /**
  62757. * The reject method of the promise associated with this deferred object.
  62758. */
  62759. readonly reject: (reason?: any) => void;
  62760. /**
  62761. * Constructor for this deferred object.
  62762. */
  62763. constructor();
  62764. }
  62765. }
  62766. declare module "babylonjs/Misc/meshExploder" {
  62767. import { Mesh } from "babylonjs/Meshes/mesh";
  62768. /**
  62769. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62770. */
  62771. export class MeshExploder {
  62772. private _centerMesh;
  62773. private _meshes;
  62774. private _meshesOrigins;
  62775. private _toCenterVectors;
  62776. private _scaledDirection;
  62777. private _newPosition;
  62778. private _centerPosition;
  62779. /**
  62780. * Explodes meshes from a center mesh.
  62781. * @param meshes The meshes to explode.
  62782. * @param centerMesh The mesh to be center of explosion.
  62783. */
  62784. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62785. private _setCenterMesh;
  62786. /**
  62787. * Get class name
  62788. * @returns "MeshExploder"
  62789. */
  62790. getClassName(): string;
  62791. /**
  62792. * "Exploded meshes"
  62793. * @returns Array of meshes with the centerMesh at index 0.
  62794. */
  62795. getMeshes(): Array<Mesh>;
  62796. /**
  62797. * Explodes meshes giving a specific direction
  62798. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62799. */
  62800. explode(direction?: number): void;
  62801. }
  62802. }
  62803. declare module "babylonjs/Misc/filesInput" {
  62804. import { Engine } from "babylonjs/Engines/engine";
  62805. import { Scene } from "babylonjs/scene";
  62806. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  62807. /**
  62808. * Class used to help managing file picking and drag'n'drop
  62809. */
  62810. export class FilesInput {
  62811. /**
  62812. * List of files ready to be loaded
  62813. */
  62814. static readonly FilesToLoad: {
  62815. [key: string]: File;
  62816. };
  62817. /**
  62818. * Callback called when a file is processed
  62819. */
  62820. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62821. private _engine;
  62822. private _currentScene;
  62823. private _sceneLoadedCallback;
  62824. private _progressCallback;
  62825. private _additionalRenderLoopLogicCallback;
  62826. private _textureLoadingCallback;
  62827. private _startingProcessingFilesCallback;
  62828. private _onReloadCallback;
  62829. private _errorCallback;
  62830. private _elementToMonitor;
  62831. private _sceneFileToLoad;
  62832. private _filesToLoad;
  62833. /**
  62834. * Creates a new FilesInput
  62835. * @param engine defines the rendering engine
  62836. * @param scene defines the hosting scene
  62837. * @param sceneLoadedCallback callback called when scene is loaded
  62838. * @param progressCallback callback called to track progress
  62839. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62840. * @param textureLoadingCallback callback called when a texture is loading
  62841. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62842. * @param onReloadCallback callback called when a reload is requested
  62843. * @param errorCallback callback call if an error occurs
  62844. */
  62845. 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);
  62846. private _dragEnterHandler;
  62847. private _dragOverHandler;
  62848. private _dropHandler;
  62849. /**
  62850. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62851. * @param elementToMonitor defines the DOM element to track
  62852. */
  62853. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62854. /**
  62855. * Release all associated resources
  62856. */
  62857. dispose(): void;
  62858. private renderFunction;
  62859. private drag;
  62860. private drop;
  62861. private _traverseFolder;
  62862. private _processFiles;
  62863. /**
  62864. * Load files from a drop event
  62865. * @param event defines the drop event to use as source
  62866. */
  62867. loadFiles(event: any): void;
  62868. private _processReload;
  62869. /**
  62870. * Reload the current scene from the loaded files
  62871. */
  62872. reload(): void;
  62873. }
  62874. }
  62875. declare module "babylonjs/Misc/HighDynamicRange/index" {
  62876. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  62877. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  62878. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  62879. }
  62880. declare module "babylonjs/Misc/sceneOptimizer" {
  62881. import { Scene, IDisposable } from "babylonjs/scene";
  62882. import { Observable } from "babylonjs/Misc/observable";
  62883. /**
  62884. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62885. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62886. */
  62887. export class SceneOptimization {
  62888. /**
  62889. * Defines the priority of this optimization (0 by default which means first in the list)
  62890. */
  62891. priority: number;
  62892. /**
  62893. * Gets a string describing the action executed by the current optimization
  62894. * @returns description string
  62895. */
  62896. getDescription(): string;
  62897. /**
  62898. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62899. * @param scene defines the current scene where to apply this optimization
  62900. * @param optimizer defines the current optimizer
  62901. * @returns true if everything that can be done was applied
  62902. */
  62903. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62904. /**
  62905. * Creates the SceneOptimization object
  62906. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62907. * @param desc defines the description associated with the optimization
  62908. */
  62909. constructor(
  62910. /**
  62911. * Defines the priority of this optimization (0 by default which means first in the list)
  62912. */
  62913. priority?: number);
  62914. }
  62915. /**
  62916. * Defines an optimization used to reduce the size of render target textures
  62917. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62918. */
  62919. export class TextureOptimization extends SceneOptimization {
  62920. /**
  62921. * Defines the priority of this optimization (0 by default which means first in the list)
  62922. */
  62923. priority: number;
  62924. /**
  62925. * 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
  62926. */
  62927. maximumSize: number;
  62928. /**
  62929. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62930. */
  62931. step: number;
  62932. /**
  62933. * Gets a string describing the action executed by the current optimization
  62934. * @returns description string
  62935. */
  62936. getDescription(): string;
  62937. /**
  62938. * Creates the TextureOptimization object
  62939. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62940. * @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
  62941. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62942. */
  62943. constructor(
  62944. /**
  62945. * Defines the priority of this optimization (0 by default which means first in the list)
  62946. */
  62947. priority?: number,
  62948. /**
  62949. * 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
  62950. */
  62951. maximumSize?: number,
  62952. /**
  62953. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62954. */
  62955. step?: number);
  62956. /**
  62957. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62958. * @param scene defines the current scene where to apply this optimization
  62959. * @param optimizer defines the current optimizer
  62960. * @returns true if everything that can be done was applied
  62961. */
  62962. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62963. }
  62964. /**
  62965. * Defines an optimization used to increase or decrease the rendering resolution
  62966. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62967. */
  62968. export class HardwareScalingOptimization extends SceneOptimization {
  62969. /**
  62970. * Defines the priority of this optimization (0 by default which means first in the list)
  62971. */
  62972. priority: number;
  62973. /**
  62974. * Defines the maximum scale to use (2 by default)
  62975. */
  62976. maximumScale: number;
  62977. /**
  62978. * Defines the step to use between two passes (0.5 by default)
  62979. */
  62980. step: number;
  62981. private _currentScale;
  62982. private _directionOffset;
  62983. /**
  62984. * Gets a string describing the action executed by the current optimization
  62985. * @return description string
  62986. */
  62987. getDescription(): string;
  62988. /**
  62989. * Creates the HardwareScalingOptimization object
  62990. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62991. * @param maximumScale defines the maximum scale to use (2 by default)
  62992. * @param step defines the step to use between two passes (0.5 by default)
  62993. */
  62994. constructor(
  62995. /**
  62996. * Defines the priority of this optimization (0 by default which means first in the list)
  62997. */
  62998. priority?: number,
  62999. /**
  63000. * Defines the maximum scale to use (2 by default)
  63001. */
  63002. maximumScale?: number,
  63003. /**
  63004. * Defines the step to use between two passes (0.5 by default)
  63005. */
  63006. step?: number);
  63007. /**
  63008. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63009. * @param scene defines the current scene where to apply this optimization
  63010. * @param optimizer defines the current optimizer
  63011. * @returns true if everything that can be done was applied
  63012. */
  63013. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63014. }
  63015. /**
  63016. * Defines an optimization used to remove shadows
  63017. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63018. */
  63019. export class ShadowsOptimization extends SceneOptimization {
  63020. /**
  63021. * Gets a string describing the action executed by the current optimization
  63022. * @return description string
  63023. */
  63024. getDescription(): string;
  63025. /**
  63026. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63027. * @param scene defines the current scene where to apply this optimization
  63028. * @param optimizer defines the current optimizer
  63029. * @returns true if everything that can be done was applied
  63030. */
  63031. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63032. }
  63033. /**
  63034. * Defines an optimization used to turn post-processes off
  63035. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63036. */
  63037. export class PostProcessesOptimization extends SceneOptimization {
  63038. /**
  63039. * Gets a string describing the action executed by the current optimization
  63040. * @return description string
  63041. */
  63042. getDescription(): string;
  63043. /**
  63044. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63045. * @param scene defines the current scene where to apply this optimization
  63046. * @param optimizer defines the current optimizer
  63047. * @returns true if everything that can be done was applied
  63048. */
  63049. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63050. }
  63051. /**
  63052. * Defines an optimization used to turn lens flares off
  63053. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63054. */
  63055. export class LensFlaresOptimization extends SceneOptimization {
  63056. /**
  63057. * Gets a string describing the action executed by the current optimization
  63058. * @return description string
  63059. */
  63060. getDescription(): string;
  63061. /**
  63062. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63063. * @param scene defines the current scene where to apply this optimization
  63064. * @param optimizer defines the current optimizer
  63065. * @returns true if everything that can be done was applied
  63066. */
  63067. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63068. }
  63069. /**
  63070. * Defines an optimization based on user defined callback.
  63071. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63072. */
  63073. export class CustomOptimization extends SceneOptimization {
  63074. /**
  63075. * Callback called to apply the custom optimization.
  63076. */
  63077. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63078. /**
  63079. * Callback called to get custom description
  63080. */
  63081. onGetDescription: () => string;
  63082. /**
  63083. * Gets a string describing the action executed by the current optimization
  63084. * @returns description string
  63085. */
  63086. getDescription(): string;
  63087. /**
  63088. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63089. * @param scene defines the current scene where to apply this optimization
  63090. * @param optimizer defines the current optimizer
  63091. * @returns true if everything that can be done was applied
  63092. */
  63093. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63094. }
  63095. /**
  63096. * Defines an optimization used to turn particles off
  63097. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63098. */
  63099. export class ParticlesOptimization extends SceneOptimization {
  63100. /**
  63101. * Gets a string describing the action executed by the current optimization
  63102. * @return description string
  63103. */
  63104. getDescription(): string;
  63105. /**
  63106. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63107. * @param scene defines the current scene where to apply this optimization
  63108. * @param optimizer defines the current optimizer
  63109. * @returns true if everything that can be done was applied
  63110. */
  63111. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63112. }
  63113. /**
  63114. * Defines an optimization used to turn render targets off
  63115. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63116. */
  63117. export class RenderTargetsOptimization extends SceneOptimization {
  63118. /**
  63119. * Gets a string describing the action executed by the current optimization
  63120. * @return description string
  63121. */
  63122. getDescription(): string;
  63123. /**
  63124. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63125. * @param scene defines the current scene where to apply this optimization
  63126. * @param optimizer defines the current optimizer
  63127. * @returns true if everything that can be done was applied
  63128. */
  63129. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63130. }
  63131. /**
  63132. * Defines an optimization used to merge meshes with compatible materials
  63133. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63134. */
  63135. export class MergeMeshesOptimization extends SceneOptimization {
  63136. private static _UpdateSelectionTree;
  63137. /**
  63138. * Gets or sets a boolean which defines if optimization octree has to be updated
  63139. */
  63140. /**
  63141. * Gets or sets a boolean which defines if optimization octree has to be updated
  63142. */
  63143. static UpdateSelectionTree: boolean;
  63144. /**
  63145. * Gets a string describing the action executed by the current optimization
  63146. * @return description string
  63147. */
  63148. getDescription(): string;
  63149. private _canBeMerged;
  63150. /**
  63151. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63152. * @param scene defines the current scene where to apply this optimization
  63153. * @param optimizer defines the current optimizer
  63154. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63155. * @returns true if everything that can be done was applied
  63156. */
  63157. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63158. }
  63159. /**
  63160. * Defines a list of options used by SceneOptimizer
  63161. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63162. */
  63163. export class SceneOptimizerOptions {
  63164. /**
  63165. * Defines the target frame rate to reach (60 by default)
  63166. */
  63167. targetFrameRate: number;
  63168. /**
  63169. * Defines the interval between two checkes (2000ms by default)
  63170. */
  63171. trackerDuration: number;
  63172. /**
  63173. * Gets the list of optimizations to apply
  63174. */
  63175. optimizations: SceneOptimization[];
  63176. /**
  63177. * Creates a new list of options used by SceneOptimizer
  63178. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63179. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63180. */
  63181. constructor(
  63182. /**
  63183. * Defines the target frame rate to reach (60 by default)
  63184. */
  63185. targetFrameRate?: number,
  63186. /**
  63187. * Defines the interval between two checkes (2000ms by default)
  63188. */
  63189. trackerDuration?: number);
  63190. /**
  63191. * Add a new optimization
  63192. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63193. * @returns the current SceneOptimizerOptions
  63194. */
  63195. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63196. /**
  63197. * Add a new custom optimization
  63198. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63199. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63200. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63201. * @returns the current SceneOptimizerOptions
  63202. */
  63203. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63204. /**
  63205. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63206. * @param targetFrameRate defines the target frame rate (60 by default)
  63207. * @returns a SceneOptimizerOptions object
  63208. */
  63209. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63210. /**
  63211. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63212. * @param targetFrameRate defines the target frame rate (60 by default)
  63213. * @returns a SceneOptimizerOptions object
  63214. */
  63215. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63216. /**
  63217. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63218. * @param targetFrameRate defines the target frame rate (60 by default)
  63219. * @returns a SceneOptimizerOptions object
  63220. */
  63221. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63222. }
  63223. /**
  63224. * Class used to run optimizations in order to reach a target frame rate
  63225. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63226. */
  63227. export class SceneOptimizer implements IDisposable {
  63228. private _isRunning;
  63229. private _options;
  63230. private _scene;
  63231. private _currentPriorityLevel;
  63232. private _targetFrameRate;
  63233. private _trackerDuration;
  63234. private _currentFrameRate;
  63235. private _sceneDisposeObserver;
  63236. private _improvementMode;
  63237. /**
  63238. * Defines an observable called when the optimizer reaches the target frame rate
  63239. */
  63240. onSuccessObservable: Observable<SceneOptimizer>;
  63241. /**
  63242. * Defines an observable called when the optimizer enables an optimization
  63243. */
  63244. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63245. /**
  63246. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63247. */
  63248. onFailureObservable: Observable<SceneOptimizer>;
  63249. /**
  63250. * Gets a boolean indicating if the optimizer is in improvement mode
  63251. */
  63252. readonly isInImprovementMode: boolean;
  63253. /**
  63254. * Gets the current priority level (0 at start)
  63255. */
  63256. readonly currentPriorityLevel: number;
  63257. /**
  63258. * Gets the current frame rate checked by the SceneOptimizer
  63259. */
  63260. readonly currentFrameRate: number;
  63261. /**
  63262. * Gets or sets the current target frame rate (60 by default)
  63263. */
  63264. /**
  63265. * Gets or sets the current target frame rate (60 by default)
  63266. */
  63267. targetFrameRate: number;
  63268. /**
  63269. * Gets or sets the current interval between two checks (every 2000ms by default)
  63270. */
  63271. /**
  63272. * Gets or sets the current interval between two checks (every 2000ms by default)
  63273. */
  63274. trackerDuration: number;
  63275. /**
  63276. * Gets the list of active optimizations
  63277. */
  63278. readonly optimizations: SceneOptimization[];
  63279. /**
  63280. * Creates a new SceneOptimizer
  63281. * @param scene defines the scene to work on
  63282. * @param options defines the options to use with the SceneOptimizer
  63283. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63284. * @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)
  63285. */
  63286. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63287. /**
  63288. * Stops the current optimizer
  63289. */
  63290. stop(): void;
  63291. /**
  63292. * Reset the optimizer to initial step (current priority level = 0)
  63293. */
  63294. reset(): void;
  63295. /**
  63296. * Start the optimizer. By default it will try to reach a specific framerate
  63297. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63298. */
  63299. start(): void;
  63300. private _checkCurrentState;
  63301. /**
  63302. * Release all resources
  63303. */
  63304. dispose(): void;
  63305. /**
  63306. * Helper function to create a SceneOptimizer with one single line of code
  63307. * @param scene defines the scene to work on
  63308. * @param options defines the options to use with the SceneOptimizer
  63309. * @param onSuccess defines a callback to call on success
  63310. * @param onFailure defines a callback to call on failure
  63311. * @returns the new SceneOptimizer object
  63312. */
  63313. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63314. }
  63315. }
  63316. declare module "babylonjs/Misc/sceneSerializer" {
  63317. import { Scene } from "babylonjs/scene";
  63318. /**
  63319. * Class used to serialize a scene into a string
  63320. */
  63321. export class SceneSerializer {
  63322. /**
  63323. * Clear cache used by a previous serialization
  63324. */
  63325. static ClearCache(): void;
  63326. /**
  63327. * Serialize a scene into a JSON compatible object
  63328. * @param scene defines the scene to serialize
  63329. * @returns a JSON compatible object
  63330. */
  63331. static Serialize(scene: Scene): any;
  63332. /**
  63333. * Serialize a mesh into a JSON compatible object
  63334. * @param toSerialize defines the mesh to serialize
  63335. * @param withParents defines if parents must be serialized as well
  63336. * @param withChildren defines if children must be serialized as well
  63337. * @returns a JSON compatible object
  63338. */
  63339. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63340. }
  63341. }
  63342. declare module "babylonjs/Misc/textureTools" {
  63343. import { Texture } from "babylonjs/Materials/Textures/texture";
  63344. /**
  63345. * Class used to host texture specific utilities
  63346. */
  63347. export class TextureTools {
  63348. /**
  63349. * Uses the GPU to create a copy texture rescaled at a given size
  63350. * @param texture Texture to copy from
  63351. * @param width defines the desired width
  63352. * @param height defines the desired height
  63353. * @param useBilinearMode defines if bilinear mode has to be used
  63354. * @return the generated texture
  63355. */
  63356. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63357. }
  63358. }
  63359. declare module "babylonjs/Misc/videoRecorder" {
  63360. import { Nullable } from "babylonjs/types";
  63361. import { Engine } from "babylonjs/Engines/engine";
  63362. /**
  63363. * This represents the different options available for the video capture.
  63364. */
  63365. export interface VideoRecorderOptions {
  63366. /** Defines the mime type of the video. */
  63367. mimeType: string;
  63368. /** Defines the FPS the video should be recorded at. */
  63369. fps: number;
  63370. /** Defines the chunk size for the recording data. */
  63371. recordChunckSize: number;
  63372. /** The audio tracks to attach to the recording. */
  63373. audioTracks?: MediaStreamTrack[];
  63374. }
  63375. /**
  63376. * This can help with recording videos from BabylonJS.
  63377. * This is based on the available WebRTC functionalities of the browser.
  63378. *
  63379. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63380. */
  63381. export class VideoRecorder {
  63382. private static readonly _defaultOptions;
  63383. /**
  63384. * Returns whether or not the VideoRecorder is available in your browser.
  63385. * @param engine Defines the Babylon Engine.
  63386. * @returns true if supported otherwise false.
  63387. */
  63388. static IsSupported(engine: Engine): boolean;
  63389. private readonly _options;
  63390. private _canvas;
  63391. private _mediaRecorder;
  63392. private _recordedChunks;
  63393. private _fileName;
  63394. private _resolve;
  63395. private _reject;
  63396. /**
  63397. * True when a recording is already in progress.
  63398. */
  63399. readonly isRecording: boolean;
  63400. /**
  63401. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63402. * @param engine Defines the BabylonJS Engine you wish to record.
  63403. * @param options Defines options that can be used to customize the capture.
  63404. */
  63405. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63406. /**
  63407. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63408. */
  63409. stopRecording(): void;
  63410. /**
  63411. * Starts recording the canvas for a max duration specified in parameters.
  63412. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63413. * If null no automatic download will start and you can rely on the promise to get the data back.
  63414. * @param maxDuration Defines the maximum recording time in seconds.
  63415. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63416. * @return A promise callback at the end of the recording with the video data in Blob.
  63417. */
  63418. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63419. /**
  63420. * Releases internal resources used during the recording.
  63421. */
  63422. dispose(): void;
  63423. private _handleDataAvailable;
  63424. private _handleError;
  63425. private _handleStop;
  63426. }
  63427. }
  63428. declare module "babylonjs/Misc/screenshotTools" {
  63429. import { Camera } from "babylonjs/Cameras/camera";
  63430. import { Engine } from "babylonjs/Engines/engine";
  63431. /**
  63432. * Class containing a set of static utilities functions for screenshots
  63433. */
  63434. export class ScreenshotTools {
  63435. /**
  63436. * Captures a screenshot of the current rendering
  63437. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63438. * @param engine defines the rendering engine
  63439. * @param camera defines the source camera
  63440. * @param size This parameter can be set to a single number or to an object with the
  63441. * following (optional) properties: precision, width, height. If a single number is passed,
  63442. * it will be used for both width and height. If an object is passed, the screenshot size
  63443. * will be derived from the parameters. The precision property is a multiplier allowing
  63444. * rendering at a higher or lower resolution
  63445. * @param successCallback defines the callback receives a single parameter which contains the
  63446. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63447. * src parameter of an <img> to display it
  63448. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63449. * Check your browser for supported MIME types
  63450. */
  63451. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63452. /**
  63453. * Generates an image screenshot from the specified camera.
  63454. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63455. * @param engine The engine to use for rendering
  63456. * @param camera The camera to use for rendering
  63457. * @param size This parameter can be set to a single number or to an object with the
  63458. * following (optional) properties: precision, width, height. If a single number is passed,
  63459. * it will be used for both width and height. If an object is passed, the screenshot size
  63460. * will be derived from the parameters. The precision property is a multiplier allowing
  63461. * rendering at a higher or lower resolution
  63462. * @param successCallback The callback receives a single parameter which contains the
  63463. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63464. * src parameter of an <img> to display it
  63465. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63466. * Check your browser for supported MIME types
  63467. * @param samples Texture samples (default: 1)
  63468. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63469. * @param fileName A name for for the downloaded file.
  63470. */
  63471. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63472. }
  63473. }
  63474. declare module "babylonjs/Misc/index" {
  63475. export * from "babylonjs/Misc/andOrNotEvaluator";
  63476. export * from "babylonjs/Misc/assetsManager";
  63477. export * from "babylonjs/Misc/dds";
  63478. export * from "babylonjs/Misc/decorators";
  63479. export * from "babylonjs/Misc/deferred";
  63480. export * from "babylonjs/Misc/environmentTextureTools";
  63481. export * from "babylonjs/Misc/meshExploder";
  63482. export * from "babylonjs/Misc/filesInput";
  63483. export * from "babylonjs/Misc/HighDynamicRange/index";
  63484. export * from "babylonjs/Misc/khronosTextureContainer";
  63485. export * from "babylonjs/Misc/observable";
  63486. export * from "babylonjs/Misc/performanceMonitor";
  63487. export * from "babylonjs/Misc/promise";
  63488. export * from "babylonjs/Misc/sceneOptimizer";
  63489. export * from "babylonjs/Misc/sceneSerializer";
  63490. export * from "babylonjs/Misc/smartArray";
  63491. export * from "babylonjs/Misc/stringDictionary";
  63492. export * from "babylonjs/Misc/tags";
  63493. export * from "babylonjs/Misc/textureTools";
  63494. export * from "babylonjs/Misc/tga";
  63495. export * from "babylonjs/Misc/tools";
  63496. export * from "babylonjs/Misc/videoRecorder";
  63497. export * from "babylonjs/Misc/virtualJoystick";
  63498. export * from "babylonjs/Misc/workerPool";
  63499. export * from "babylonjs/Misc/logger";
  63500. export * from "babylonjs/Misc/typeStore";
  63501. export * from "babylonjs/Misc/filesInputStore";
  63502. export * from "babylonjs/Misc/deepCopier";
  63503. export * from "babylonjs/Misc/pivotTools";
  63504. export * from "babylonjs/Misc/precisionDate";
  63505. export * from "babylonjs/Misc/screenshotTools";
  63506. export * from "babylonjs/Misc/typeStore";
  63507. export * from "babylonjs/Misc/webRequest";
  63508. export * from "babylonjs/Misc/iInspectable";
  63509. export * from "babylonjs/Misc/brdfTextureTools";
  63510. export * from "babylonjs/Misc/gradients";
  63511. export * from "babylonjs/Misc/perfCounter";
  63512. export * from "babylonjs/Misc/fileRequest";
  63513. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63514. export * from "babylonjs/Misc/retryStrategy";
  63515. export * from "babylonjs/Misc/loadFileError";
  63516. }
  63517. declare module "babylonjs/index" {
  63518. export * from "babylonjs/abstractScene";
  63519. export * from "babylonjs/Actions/index";
  63520. export * from "babylonjs/Animations/index";
  63521. export * from "babylonjs/assetContainer";
  63522. export * from "babylonjs/Audio/index";
  63523. export * from "babylonjs/Behaviors/index";
  63524. export * from "babylonjs/Bones/index";
  63525. export * from "babylonjs/Cameras/index";
  63526. export * from "babylonjs/Collisions/index";
  63527. export * from "babylonjs/Culling/index";
  63528. export * from "babylonjs/Debug/index";
  63529. export * from "babylonjs/Engines/index";
  63530. export * from "babylonjs/Events/index";
  63531. export * from "babylonjs/Gamepads/index";
  63532. export * from "babylonjs/Gizmos/index";
  63533. export * from "babylonjs/Helpers/index";
  63534. export * from "babylonjs/Instrumentation/index";
  63535. export * from "babylonjs/Layers/index";
  63536. export * from "babylonjs/LensFlares/index";
  63537. export * from "babylonjs/Lights/index";
  63538. export * from "babylonjs/Loading/index";
  63539. export * from "babylonjs/Materials/index";
  63540. export * from "babylonjs/Maths/index";
  63541. export * from "babylonjs/Meshes/index";
  63542. export * from "babylonjs/Morph/index";
  63543. export * from "babylonjs/Navigation/index";
  63544. export * from "babylonjs/node";
  63545. export * from "babylonjs/Offline/index";
  63546. export * from "babylonjs/Particles/index";
  63547. export * from "babylonjs/Physics/index";
  63548. export * from "babylonjs/PostProcesses/index";
  63549. export * from "babylonjs/Probes/index";
  63550. export * from "babylonjs/Rendering/index";
  63551. export * from "babylonjs/scene";
  63552. export * from "babylonjs/sceneComponent";
  63553. export * from "babylonjs/Sprites/index";
  63554. export * from "babylonjs/States/index";
  63555. export * from "babylonjs/Misc/index";
  63556. export * from "babylonjs/types";
  63557. }
  63558. declare module "babylonjs/Animations/pathCursor" {
  63559. import { Vector3 } from "babylonjs/Maths/math.vector";
  63560. import { Path2 } from "babylonjs/Maths/math.path";
  63561. /**
  63562. * A cursor which tracks a point on a path
  63563. */
  63564. export class PathCursor {
  63565. private path;
  63566. /**
  63567. * Stores path cursor callbacks for when an onchange event is triggered
  63568. */
  63569. private _onchange;
  63570. /**
  63571. * The value of the path cursor
  63572. */
  63573. value: number;
  63574. /**
  63575. * The animation array of the path cursor
  63576. */
  63577. animations: Animation[];
  63578. /**
  63579. * Initializes the path cursor
  63580. * @param path The path to track
  63581. */
  63582. constructor(path: Path2);
  63583. /**
  63584. * Gets the cursor point on the path
  63585. * @returns A point on the path cursor at the cursor location
  63586. */
  63587. getPoint(): Vector3;
  63588. /**
  63589. * Moves the cursor ahead by the step amount
  63590. * @param step The amount to move the cursor forward
  63591. * @returns This path cursor
  63592. */
  63593. moveAhead(step?: number): PathCursor;
  63594. /**
  63595. * Moves the cursor behind by the step amount
  63596. * @param step The amount to move the cursor back
  63597. * @returns This path cursor
  63598. */
  63599. moveBack(step?: number): PathCursor;
  63600. /**
  63601. * Moves the cursor by the step amount
  63602. * If the step amount is greater than one, an exception is thrown
  63603. * @param step The amount to move the cursor
  63604. * @returns This path cursor
  63605. */
  63606. move(step: number): PathCursor;
  63607. /**
  63608. * Ensures that the value is limited between zero and one
  63609. * @returns This path cursor
  63610. */
  63611. private ensureLimits;
  63612. /**
  63613. * Runs onchange callbacks on change (used by the animation engine)
  63614. * @returns This path cursor
  63615. */
  63616. private raiseOnChange;
  63617. /**
  63618. * Executes a function on change
  63619. * @param f A path cursor onchange callback
  63620. * @returns This path cursor
  63621. */
  63622. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63623. }
  63624. }
  63625. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63626. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63627. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63628. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63629. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63630. }
  63631. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63632. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63633. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63634. }
  63635. declare module "babylonjs/Engines/Processors/index" {
  63636. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63637. export * from "babylonjs/Engines/Processors/Expressions/index";
  63638. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63639. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63640. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63641. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63642. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63643. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63644. }
  63645. declare module "babylonjs/Legacy/legacy" {
  63646. import * as Babylon from "babylonjs/index";
  63647. export * from "babylonjs/index";
  63648. }
  63649. declare module "babylonjs/Shaders/blur.fragment" {
  63650. /** @hidden */
  63651. export var blurPixelShader: {
  63652. name: string;
  63653. shader: string;
  63654. };
  63655. }
  63656. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63657. /** @hidden */
  63658. export var pointCloudVertexDeclaration: {
  63659. name: string;
  63660. shader: string;
  63661. };
  63662. }
  63663. declare module "babylonjs" {
  63664. export * from "babylonjs/Legacy/legacy";
  63665. }
  63666. declare module BABYLON {
  63667. /** Alias type for value that can be null */
  63668. export type Nullable<T> = T | null;
  63669. /**
  63670. * Alias type for number that are floats
  63671. * @ignorenaming
  63672. */
  63673. export type float = number;
  63674. /**
  63675. * Alias type for number that are doubles.
  63676. * @ignorenaming
  63677. */
  63678. export type double = number;
  63679. /**
  63680. * Alias type for number that are integer
  63681. * @ignorenaming
  63682. */
  63683. export type int = number;
  63684. /** Alias type for number array or Float32Array */
  63685. export type FloatArray = number[] | Float32Array;
  63686. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63687. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63688. /**
  63689. * Alias for types that can be used by a Buffer or VertexBuffer.
  63690. */
  63691. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63692. /**
  63693. * Alias type for primitive types
  63694. * @ignorenaming
  63695. */
  63696. type Primitive = undefined | null | boolean | string | number | Function;
  63697. /**
  63698. * Type modifier to make all the properties of an object Readonly
  63699. */
  63700. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63701. /**
  63702. * Type modifier to make all the properties of an object Readonly recursively
  63703. */
  63704. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63705. /** @hidden */
  63706. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63707. }
  63708. /** @hidden */
  63709. /** @hidden */
  63710. type DeepImmutableObject<T> = {
  63711. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63712. };
  63713. }
  63714. declare module BABYLON {
  63715. /**
  63716. * A class serves as a medium between the observable and its observers
  63717. */
  63718. export class EventState {
  63719. /**
  63720. * Create a new EventState
  63721. * @param mask defines the mask associated with this state
  63722. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63723. * @param target defines the original target of the state
  63724. * @param currentTarget defines the current target of the state
  63725. */
  63726. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63727. /**
  63728. * Initialize the current event state
  63729. * @param mask defines the mask associated with this state
  63730. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63731. * @param target defines the original target of the state
  63732. * @param currentTarget defines the current target of the state
  63733. * @returns the current event state
  63734. */
  63735. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63736. /**
  63737. * An Observer can set this property to true to prevent subsequent observers of being notified
  63738. */
  63739. skipNextObservers: boolean;
  63740. /**
  63741. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63742. */
  63743. mask: number;
  63744. /**
  63745. * The object that originally notified the event
  63746. */
  63747. target?: any;
  63748. /**
  63749. * The current object in the bubbling phase
  63750. */
  63751. currentTarget?: any;
  63752. /**
  63753. * This will be populated with the return value of the last function that was executed.
  63754. * If it is the first function in the callback chain it will be the event data.
  63755. */
  63756. lastReturnValue?: any;
  63757. }
  63758. /**
  63759. * Represent an Observer registered to a given Observable object.
  63760. */
  63761. export class Observer<T> {
  63762. /**
  63763. * Defines the callback to call when the observer is notified
  63764. */
  63765. callback: (eventData: T, eventState: EventState) => void;
  63766. /**
  63767. * Defines the mask of the observer (used to filter notifications)
  63768. */
  63769. mask: number;
  63770. /**
  63771. * Defines the current scope used to restore the JS context
  63772. */
  63773. scope: any;
  63774. /** @hidden */
  63775. _willBeUnregistered: boolean;
  63776. /**
  63777. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  63778. */
  63779. unregisterOnNextCall: boolean;
  63780. /**
  63781. * Creates a new observer
  63782. * @param callback defines the callback to call when the observer is notified
  63783. * @param mask defines the mask of the observer (used to filter notifications)
  63784. * @param scope defines the current scope used to restore the JS context
  63785. */
  63786. constructor(
  63787. /**
  63788. * Defines the callback to call when the observer is notified
  63789. */
  63790. callback: (eventData: T, eventState: EventState) => void,
  63791. /**
  63792. * Defines the mask of the observer (used to filter notifications)
  63793. */
  63794. mask: number,
  63795. /**
  63796. * Defines the current scope used to restore the JS context
  63797. */
  63798. scope?: any);
  63799. }
  63800. /**
  63801. * Represent a list of observers registered to multiple Observables object.
  63802. */
  63803. export class MultiObserver<T> {
  63804. private _observers;
  63805. private _observables;
  63806. /**
  63807. * Release associated resources
  63808. */
  63809. dispose(): void;
  63810. /**
  63811. * Raise a callback when one of the observable will notify
  63812. * @param observables defines a list of observables to watch
  63813. * @param callback defines the callback to call on notification
  63814. * @param mask defines the mask used to filter notifications
  63815. * @param scope defines the current scope used to restore the JS context
  63816. * @returns the new MultiObserver
  63817. */
  63818. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  63819. }
  63820. /**
  63821. * The Observable class is a simple implementation of the Observable pattern.
  63822. *
  63823. * 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.
  63824. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  63825. * 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).
  63826. * 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.
  63827. */
  63828. export class Observable<T> {
  63829. private _observers;
  63830. private _eventState;
  63831. private _onObserverAdded;
  63832. /**
  63833. * Gets the list of observers
  63834. */
  63835. readonly observers: Array<Observer<T>>;
  63836. /**
  63837. * Creates a new observable
  63838. * @param onObserverAdded defines a callback to call when a new observer is added
  63839. */
  63840. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  63841. /**
  63842. * Create a new Observer with the specified callback
  63843. * @param callback the callback that will be executed for that Observer
  63844. * @param mask the mask used to filter observers
  63845. * @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.
  63846. * @param scope optional scope for the callback to be called from
  63847. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  63848. * @returns the new observer created for the callback
  63849. */
  63850. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  63851. /**
  63852. * Create a new Observer with the specified callback and unregisters after the next notification
  63853. * @param callback the callback that will be executed for that Observer
  63854. * @returns the new observer created for the callback
  63855. */
  63856. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  63857. /**
  63858. * Remove an Observer from the Observable object
  63859. * @param observer the instance of the Observer to remove
  63860. * @returns false if it doesn't belong to this Observable
  63861. */
  63862. remove(observer: Nullable<Observer<T>>): boolean;
  63863. /**
  63864. * Remove a callback from the Observable object
  63865. * @param callback the callback to remove
  63866. * @param scope optional scope. If used only the callbacks with this scope will be removed
  63867. * @returns false if it doesn't belong to this Observable
  63868. */
  63869. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  63870. private _deferUnregister;
  63871. private _remove;
  63872. /**
  63873. * Moves the observable to the top of the observer list making it get called first when notified
  63874. * @param observer the observer to move
  63875. */
  63876. makeObserverTopPriority(observer: Observer<T>): void;
  63877. /**
  63878. * Moves the observable to the bottom of the observer list making it get called last when notified
  63879. * @param observer the observer to move
  63880. */
  63881. makeObserverBottomPriority(observer: Observer<T>): void;
  63882. /**
  63883. * Notify all Observers by calling their respective callback with the given data
  63884. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  63885. * @param eventData defines the data to send to all observers
  63886. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  63887. * @param target defines the original target of the state
  63888. * @param currentTarget defines the current target of the state
  63889. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  63890. */
  63891. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  63892. /**
  63893. * Calling this will execute each callback, expecting it to be a promise or return a value.
  63894. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  63895. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  63896. * and it is crucial that all callbacks will be executed.
  63897. * The order of the callbacks is kept, callbacks are not executed parallel.
  63898. *
  63899. * @param eventData The data to be sent to each callback
  63900. * @param mask is used to filter observers defaults to -1
  63901. * @param target defines the callback target (see EventState)
  63902. * @param currentTarget defines he current object in the bubbling phase
  63903. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  63904. */
  63905. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  63906. /**
  63907. * Notify a specific observer
  63908. * @param observer defines the observer to notify
  63909. * @param eventData defines the data to be sent to each callback
  63910. * @param mask is used to filter observers defaults to -1
  63911. */
  63912. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  63913. /**
  63914. * Gets a boolean indicating if the observable has at least one observer
  63915. * @returns true is the Observable has at least one Observer registered
  63916. */
  63917. hasObservers(): boolean;
  63918. /**
  63919. * Clear the list of observers
  63920. */
  63921. clear(): void;
  63922. /**
  63923. * Clone the current observable
  63924. * @returns a new observable
  63925. */
  63926. clone(): Observable<T>;
  63927. /**
  63928. * Does this observable handles observer registered with a given mask
  63929. * @param mask defines the mask to be tested
  63930. * @return whether or not one observer registered with the given mask is handeled
  63931. **/
  63932. hasSpecificMask(mask?: number): boolean;
  63933. }
  63934. }
  63935. declare module BABYLON {
  63936. /**
  63937. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  63938. * Babylon.js
  63939. */
  63940. export class DomManagement {
  63941. /**
  63942. * Checks if the window object exists
  63943. * @returns true if the window object exists
  63944. */
  63945. static IsWindowObjectExist(): boolean;
  63946. /**
  63947. * Extracts text content from a DOM element hierarchy
  63948. * @param element defines the root element
  63949. * @returns a string
  63950. */
  63951. static GetDOMTextContent(element: HTMLElement): string;
  63952. }
  63953. }
  63954. declare module BABYLON {
  63955. /**
  63956. * Logger used througouht the application to allow configuration of
  63957. * the log level required for the messages.
  63958. */
  63959. export class Logger {
  63960. /**
  63961. * No log
  63962. */
  63963. static readonly NoneLogLevel: number;
  63964. /**
  63965. * Only message logs
  63966. */
  63967. static readonly MessageLogLevel: number;
  63968. /**
  63969. * Only warning logs
  63970. */
  63971. static readonly WarningLogLevel: number;
  63972. /**
  63973. * Only error logs
  63974. */
  63975. static readonly ErrorLogLevel: number;
  63976. /**
  63977. * All logs
  63978. */
  63979. static readonly AllLogLevel: number;
  63980. private static _LogCache;
  63981. /**
  63982. * Gets a value indicating the number of loading errors
  63983. * @ignorenaming
  63984. */
  63985. static errorsCount: number;
  63986. /**
  63987. * Callback called when a new log is added
  63988. */
  63989. static OnNewCacheEntry: (entry: string) => void;
  63990. private static _AddLogEntry;
  63991. private static _FormatMessage;
  63992. private static _LogDisabled;
  63993. private static _LogEnabled;
  63994. private static _WarnDisabled;
  63995. private static _WarnEnabled;
  63996. private static _ErrorDisabled;
  63997. private static _ErrorEnabled;
  63998. /**
  63999. * Log a message to the console
  64000. */
  64001. static Log: (message: string) => void;
  64002. /**
  64003. * Write a warning message to the console
  64004. */
  64005. static Warn: (message: string) => void;
  64006. /**
  64007. * Write an error message to the console
  64008. */
  64009. static Error: (message: string) => void;
  64010. /**
  64011. * Gets current log cache (list of logs)
  64012. */
  64013. static readonly LogCache: string;
  64014. /**
  64015. * Clears the log cache
  64016. */
  64017. static ClearLogCache(): void;
  64018. /**
  64019. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64020. */
  64021. static LogLevels: number;
  64022. }
  64023. }
  64024. declare module BABYLON {
  64025. /** @hidden */
  64026. export class _TypeStore {
  64027. /** @hidden */
  64028. static RegisteredTypes: {
  64029. [key: string]: Object;
  64030. };
  64031. /** @hidden */
  64032. static GetClass(fqdn: string): any;
  64033. }
  64034. }
  64035. declare module BABYLON {
  64036. /**
  64037. * Class containing a set of static utilities functions for deep copy.
  64038. */
  64039. export class DeepCopier {
  64040. /**
  64041. * Tries to copy an object by duplicating every property
  64042. * @param source defines the source object
  64043. * @param destination defines the target object
  64044. * @param doNotCopyList defines a list of properties to avoid
  64045. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64046. */
  64047. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64048. }
  64049. }
  64050. declare module BABYLON {
  64051. /**
  64052. * Class containing a set of static utilities functions for precision date
  64053. */
  64054. export class PrecisionDate {
  64055. /**
  64056. * Gets either window.performance.now() if supported or Date.now() else
  64057. */
  64058. static readonly Now: number;
  64059. }
  64060. }
  64061. declare module BABYLON {
  64062. /** @hidden */
  64063. export class _DevTools {
  64064. static WarnImport(name: string): string;
  64065. }
  64066. }
  64067. declare module BABYLON {
  64068. /**
  64069. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64070. */
  64071. export class WebRequest {
  64072. private _xhr;
  64073. /**
  64074. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64075. * i.e. when loading files, where the server/service expects an Authorization header
  64076. */
  64077. static CustomRequestHeaders: {
  64078. [key: string]: string;
  64079. };
  64080. /**
  64081. * Add callback functions in this array to update all the requests before they get sent to the network
  64082. */
  64083. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64084. private _injectCustomRequestHeaders;
  64085. /**
  64086. * Gets or sets a function to be called when loading progress changes
  64087. */
  64088. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64089. /**
  64090. * Returns client's state
  64091. */
  64092. readonly readyState: number;
  64093. /**
  64094. * Returns client's status
  64095. */
  64096. readonly status: number;
  64097. /**
  64098. * Returns client's status as a text
  64099. */
  64100. readonly statusText: string;
  64101. /**
  64102. * Returns client's response
  64103. */
  64104. readonly response: any;
  64105. /**
  64106. * Returns client's response url
  64107. */
  64108. readonly responseURL: string;
  64109. /**
  64110. * Returns client's response as text
  64111. */
  64112. readonly responseText: string;
  64113. /**
  64114. * Gets or sets the expected response type
  64115. */
  64116. responseType: XMLHttpRequestResponseType;
  64117. /** @hidden */
  64118. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64119. /** @hidden */
  64120. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64121. /**
  64122. * Cancels any network activity
  64123. */
  64124. abort(): void;
  64125. /**
  64126. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64127. * @param body defines an optional request body
  64128. */
  64129. send(body?: Document | BodyInit | null): void;
  64130. /**
  64131. * Sets the request method, request URL
  64132. * @param method defines the method to use (GET, POST, etc..)
  64133. * @param url defines the url to connect with
  64134. */
  64135. open(method: string, url: string): void;
  64136. }
  64137. }
  64138. declare module BABYLON {
  64139. /**
  64140. * File request interface
  64141. */
  64142. export interface IFileRequest {
  64143. /**
  64144. * Raised when the request is complete (success or error).
  64145. */
  64146. onCompleteObservable: Observable<IFileRequest>;
  64147. /**
  64148. * Aborts the request for a file.
  64149. */
  64150. abort: () => void;
  64151. }
  64152. }
  64153. declare module BABYLON {
  64154. /**
  64155. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64156. */
  64157. export class PerformanceMonitor {
  64158. private _enabled;
  64159. private _rollingFrameTime;
  64160. private _lastFrameTimeMs;
  64161. /**
  64162. * constructor
  64163. * @param frameSampleSize The number of samples required to saturate the sliding window
  64164. */
  64165. constructor(frameSampleSize?: number);
  64166. /**
  64167. * Samples current frame
  64168. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64169. */
  64170. sampleFrame(timeMs?: number): void;
  64171. /**
  64172. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64173. */
  64174. readonly averageFrameTime: number;
  64175. /**
  64176. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64177. */
  64178. readonly averageFrameTimeVariance: number;
  64179. /**
  64180. * Returns the frame time of the most recent frame
  64181. */
  64182. readonly instantaneousFrameTime: number;
  64183. /**
  64184. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64185. */
  64186. readonly averageFPS: number;
  64187. /**
  64188. * Returns the average framerate in frames per second using the most recent frame time
  64189. */
  64190. readonly instantaneousFPS: number;
  64191. /**
  64192. * Returns true if enough samples have been taken to completely fill the sliding window
  64193. */
  64194. readonly isSaturated: boolean;
  64195. /**
  64196. * Enables contributions to the sliding window sample set
  64197. */
  64198. enable(): void;
  64199. /**
  64200. * Disables contributions to the sliding window sample set
  64201. * Samples will not be interpolated over the disabled period
  64202. */
  64203. disable(): void;
  64204. /**
  64205. * Returns true if sampling is enabled
  64206. */
  64207. readonly isEnabled: boolean;
  64208. /**
  64209. * Resets performance monitor
  64210. */
  64211. reset(): void;
  64212. }
  64213. /**
  64214. * RollingAverage
  64215. *
  64216. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64217. */
  64218. export class RollingAverage {
  64219. /**
  64220. * Current average
  64221. */
  64222. average: number;
  64223. /**
  64224. * Current variance
  64225. */
  64226. variance: number;
  64227. protected _samples: Array<number>;
  64228. protected _sampleCount: number;
  64229. protected _pos: number;
  64230. protected _m2: number;
  64231. /**
  64232. * constructor
  64233. * @param length The number of samples required to saturate the sliding window
  64234. */
  64235. constructor(length: number);
  64236. /**
  64237. * Adds a sample to the sample set
  64238. * @param v The sample value
  64239. */
  64240. add(v: number): void;
  64241. /**
  64242. * Returns previously added values or null if outside of history or outside the sliding window domain
  64243. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64244. * @return Value previously recorded with add() or null if outside of range
  64245. */
  64246. history(i: number): number;
  64247. /**
  64248. * Returns true if enough samples have been taken to completely fill the sliding window
  64249. * @return true if sample-set saturated
  64250. */
  64251. isSaturated(): boolean;
  64252. /**
  64253. * Resets the rolling average (equivalent to 0 samples taken so far)
  64254. */
  64255. reset(): void;
  64256. /**
  64257. * Wraps a value around the sample range boundaries
  64258. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64259. * @return Wrapped position in sample range
  64260. */
  64261. protected _wrapPosition(i: number): number;
  64262. }
  64263. }
  64264. declare module BABYLON {
  64265. /**
  64266. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64267. * The underlying implementation relies on an associative array to ensure the best performances.
  64268. * The value can be anything including 'null' but except 'undefined'
  64269. */
  64270. export class StringDictionary<T> {
  64271. /**
  64272. * This will clear this dictionary and copy the content from the 'source' one.
  64273. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64274. * @param source the dictionary to take the content from and copy to this dictionary
  64275. */
  64276. copyFrom(source: StringDictionary<T>): void;
  64277. /**
  64278. * Get a value based from its key
  64279. * @param key the given key to get the matching value from
  64280. * @return the value if found, otherwise undefined is returned
  64281. */
  64282. get(key: string): T | undefined;
  64283. /**
  64284. * Get a value from its key or add it if it doesn't exist.
  64285. * This method will ensure you that a given key/data will be present in the dictionary.
  64286. * @param key the given key to get the matching value from
  64287. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64288. * The factory will only be invoked if there's no data for the given key.
  64289. * @return the value corresponding to the key.
  64290. */
  64291. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64292. /**
  64293. * Get a value from its key if present in the dictionary otherwise add it
  64294. * @param key the key to get the value from
  64295. * @param val if there's no such key/value pair in the dictionary add it with this value
  64296. * @return the value corresponding to the key
  64297. */
  64298. getOrAdd(key: string, val: T): T;
  64299. /**
  64300. * Check if there's a given key in the dictionary
  64301. * @param key the key to check for
  64302. * @return true if the key is present, false otherwise
  64303. */
  64304. contains(key: string): boolean;
  64305. /**
  64306. * Add a new key and its corresponding value
  64307. * @param key the key to add
  64308. * @param value the value corresponding to the key
  64309. * @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
  64310. */
  64311. add(key: string, value: T): boolean;
  64312. /**
  64313. * Update a specific value associated to a key
  64314. * @param key defines the key to use
  64315. * @param value defines the value to store
  64316. * @returns true if the value was updated (or false if the key was not found)
  64317. */
  64318. set(key: string, value: T): boolean;
  64319. /**
  64320. * Get the element of the given key and remove it from the dictionary
  64321. * @param key defines the key to search
  64322. * @returns the value associated with the key or null if not found
  64323. */
  64324. getAndRemove(key: string): Nullable<T>;
  64325. /**
  64326. * Remove a key/value from the dictionary.
  64327. * @param key the key to remove
  64328. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64329. */
  64330. remove(key: string): boolean;
  64331. /**
  64332. * Clear the whole content of the dictionary
  64333. */
  64334. clear(): void;
  64335. /**
  64336. * Gets the current count
  64337. */
  64338. readonly count: number;
  64339. /**
  64340. * Execute a callback on each key/val of the dictionary.
  64341. * Note that you can remove any element in this dictionary in the callback implementation
  64342. * @param callback the callback to execute on a given key/value pair
  64343. */
  64344. forEach(callback: (key: string, val: T) => void): void;
  64345. /**
  64346. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64347. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64348. * Note that you can remove any element in this dictionary in the callback implementation
  64349. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64350. * @returns the first item
  64351. */
  64352. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64353. private _count;
  64354. private _data;
  64355. }
  64356. }
  64357. declare module BABYLON {
  64358. /**
  64359. * Class used to store gfx data (like WebGLBuffer)
  64360. */
  64361. export class DataBuffer {
  64362. /**
  64363. * Gets or sets the number of objects referencing this buffer
  64364. */
  64365. references: number;
  64366. /** Gets or sets the size of the underlying buffer */
  64367. capacity: number;
  64368. /**
  64369. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64370. */
  64371. is32Bits: boolean;
  64372. /**
  64373. * Gets the underlying buffer
  64374. */
  64375. readonly underlyingResource: any;
  64376. }
  64377. }
  64378. declare module BABYLON {
  64379. /**
  64380. * Class used to store data that will be store in GPU memory
  64381. */
  64382. export class Buffer {
  64383. private _engine;
  64384. private _buffer;
  64385. /** @hidden */
  64386. _data: Nullable<DataArray>;
  64387. private _updatable;
  64388. private _instanced;
  64389. /**
  64390. * Gets the byte stride.
  64391. */
  64392. readonly byteStride: number;
  64393. /**
  64394. * Constructor
  64395. * @param engine the engine
  64396. * @param data the data to use for this buffer
  64397. * @param updatable whether the data is updatable
  64398. * @param stride the stride (optional)
  64399. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64400. * @param instanced whether the buffer is instanced (optional)
  64401. * @param useBytes set to true if the stride in in bytes (optional)
  64402. */
  64403. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64404. /**
  64405. * Create a new VertexBuffer based on the current buffer
  64406. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64407. * @param offset defines offset in the buffer (0 by default)
  64408. * @param size defines the size in floats of attributes (position is 3 for instance)
  64409. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64410. * @param instanced defines if the vertex buffer contains indexed data
  64411. * @param useBytes defines if the offset and stride are in bytes
  64412. * @returns the new vertex buffer
  64413. */
  64414. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64415. /**
  64416. * Gets a boolean indicating if the Buffer is updatable?
  64417. * @returns true if the buffer is updatable
  64418. */
  64419. isUpdatable(): boolean;
  64420. /**
  64421. * Gets current buffer's data
  64422. * @returns a DataArray or null
  64423. */
  64424. getData(): Nullable<DataArray>;
  64425. /**
  64426. * Gets underlying native buffer
  64427. * @returns underlying native buffer
  64428. */
  64429. getBuffer(): Nullable<DataBuffer>;
  64430. /**
  64431. * Gets the stride in float32 units (i.e. byte stride / 4).
  64432. * May not be an integer if the byte stride is not divisible by 4.
  64433. * DEPRECATED. Use byteStride instead.
  64434. * @returns the stride in float32 units
  64435. */
  64436. getStrideSize(): number;
  64437. /**
  64438. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64439. * @param data defines the data to store
  64440. */
  64441. create(data?: Nullable<DataArray>): void;
  64442. /** @hidden */
  64443. _rebuild(): void;
  64444. /**
  64445. * Update current buffer data
  64446. * @param data defines the data to store
  64447. */
  64448. update(data: DataArray): void;
  64449. /**
  64450. * Updates the data directly.
  64451. * @param data the new data
  64452. * @param offset the new offset
  64453. * @param vertexCount the vertex count (optional)
  64454. * @param useBytes set to true if the offset is in bytes
  64455. */
  64456. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64457. /**
  64458. * Release all resources
  64459. */
  64460. dispose(): void;
  64461. }
  64462. /**
  64463. * Specialized buffer used to store vertex data
  64464. */
  64465. export class VertexBuffer {
  64466. /** @hidden */
  64467. _buffer: Buffer;
  64468. private _kind;
  64469. private _size;
  64470. private _ownsBuffer;
  64471. private _instanced;
  64472. private _instanceDivisor;
  64473. /**
  64474. * The byte type.
  64475. */
  64476. static readonly BYTE: number;
  64477. /**
  64478. * The unsigned byte type.
  64479. */
  64480. static readonly UNSIGNED_BYTE: number;
  64481. /**
  64482. * The short type.
  64483. */
  64484. static readonly SHORT: number;
  64485. /**
  64486. * The unsigned short type.
  64487. */
  64488. static readonly UNSIGNED_SHORT: number;
  64489. /**
  64490. * The integer type.
  64491. */
  64492. static readonly INT: number;
  64493. /**
  64494. * The unsigned integer type.
  64495. */
  64496. static readonly UNSIGNED_INT: number;
  64497. /**
  64498. * The float type.
  64499. */
  64500. static readonly FLOAT: number;
  64501. /**
  64502. * Gets or sets the instance divisor when in instanced mode
  64503. */
  64504. instanceDivisor: number;
  64505. /**
  64506. * Gets the byte stride.
  64507. */
  64508. readonly byteStride: number;
  64509. /**
  64510. * Gets the byte offset.
  64511. */
  64512. readonly byteOffset: number;
  64513. /**
  64514. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64515. */
  64516. readonly normalized: boolean;
  64517. /**
  64518. * Gets the data type of each component in the array.
  64519. */
  64520. readonly type: number;
  64521. /**
  64522. * Constructor
  64523. * @param engine the engine
  64524. * @param data the data to use for this vertex buffer
  64525. * @param kind the vertex buffer kind
  64526. * @param updatable whether the data is updatable
  64527. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64528. * @param stride the stride (optional)
  64529. * @param instanced whether the buffer is instanced (optional)
  64530. * @param offset the offset of the data (optional)
  64531. * @param size the number of components (optional)
  64532. * @param type the type of the component (optional)
  64533. * @param normalized whether the data contains normalized data (optional)
  64534. * @param useBytes set to true if stride and offset are in bytes (optional)
  64535. */
  64536. 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);
  64537. /** @hidden */
  64538. _rebuild(): void;
  64539. /**
  64540. * Returns the kind of the VertexBuffer (string)
  64541. * @returns a string
  64542. */
  64543. getKind(): string;
  64544. /**
  64545. * Gets a boolean indicating if the VertexBuffer is updatable?
  64546. * @returns true if the buffer is updatable
  64547. */
  64548. isUpdatable(): boolean;
  64549. /**
  64550. * Gets current buffer's data
  64551. * @returns a DataArray or null
  64552. */
  64553. getData(): Nullable<DataArray>;
  64554. /**
  64555. * Gets underlying native buffer
  64556. * @returns underlying native buffer
  64557. */
  64558. getBuffer(): Nullable<DataBuffer>;
  64559. /**
  64560. * Gets the stride in float32 units (i.e. byte stride / 4).
  64561. * May not be an integer if the byte stride is not divisible by 4.
  64562. * DEPRECATED. Use byteStride instead.
  64563. * @returns the stride in float32 units
  64564. */
  64565. getStrideSize(): number;
  64566. /**
  64567. * Returns the offset as a multiple of the type byte length.
  64568. * DEPRECATED. Use byteOffset instead.
  64569. * @returns the offset in bytes
  64570. */
  64571. getOffset(): number;
  64572. /**
  64573. * Returns the number of components per vertex attribute (integer)
  64574. * @returns the size in float
  64575. */
  64576. getSize(): number;
  64577. /**
  64578. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64579. * @returns true if this buffer is instanced
  64580. */
  64581. getIsInstanced(): boolean;
  64582. /**
  64583. * Returns the instancing divisor, zero for non-instanced (integer).
  64584. * @returns a number
  64585. */
  64586. getInstanceDivisor(): number;
  64587. /**
  64588. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64589. * @param data defines the data to store
  64590. */
  64591. create(data?: DataArray): void;
  64592. /**
  64593. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64594. * This function will create a new buffer if the current one is not updatable
  64595. * @param data defines the data to store
  64596. */
  64597. update(data: DataArray): void;
  64598. /**
  64599. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64600. * Returns the directly updated WebGLBuffer.
  64601. * @param data the new data
  64602. * @param offset the new offset
  64603. * @param useBytes set to true if the offset is in bytes
  64604. */
  64605. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64606. /**
  64607. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64608. */
  64609. dispose(): void;
  64610. /**
  64611. * Enumerates each value of this vertex buffer as numbers.
  64612. * @param count the number of values to enumerate
  64613. * @param callback the callback function called for each value
  64614. */
  64615. forEach(count: number, callback: (value: number, index: number) => void): void;
  64616. /**
  64617. * Positions
  64618. */
  64619. static readonly PositionKind: string;
  64620. /**
  64621. * Normals
  64622. */
  64623. static readonly NormalKind: string;
  64624. /**
  64625. * Tangents
  64626. */
  64627. static readonly TangentKind: string;
  64628. /**
  64629. * Texture coordinates
  64630. */
  64631. static readonly UVKind: string;
  64632. /**
  64633. * Texture coordinates 2
  64634. */
  64635. static readonly UV2Kind: string;
  64636. /**
  64637. * Texture coordinates 3
  64638. */
  64639. static readonly UV3Kind: string;
  64640. /**
  64641. * Texture coordinates 4
  64642. */
  64643. static readonly UV4Kind: string;
  64644. /**
  64645. * Texture coordinates 5
  64646. */
  64647. static readonly UV5Kind: string;
  64648. /**
  64649. * Texture coordinates 6
  64650. */
  64651. static readonly UV6Kind: string;
  64652. /**
  64653. * Colors
  64654. */
  64655. static readonly ColorKind: string;
  64656. /**
  64657. * Matrix indices (for bones)
  64658. */
  64659. static readonly MatricesIndicesKind: string;
  64660. /**
  64661. * Matrix weights (for bones)
  64662. */
  64663. static readonly MatricesWeightsKind: string;
  64664. /**
  64665. * Additional matrix indices (for bones)
  64666. */
  64667. static readonly MatricesIndicesExtraKind: string;
  64668. /**
  64669. * Additional matrix weights (for bones)
  64670. */
  64671. static readonly MatricesWeightsExtraKind: string;
  64672. /**
  64673. * Deduces the stride given a kind.
  64674. * @param kind The kind string to deduce
  64675. * @returns The deduced stride
  64676. */
  64677. static DeduceStride(kind: string): number;
  64678. /**
  64679. * Gets the byte length of the given type.
  64680. * @param type the type
  64681. * @returns the number of bytes
  64682. */
  64683. static GetTypeByteLength(type: number): number;
  64684. /**
  64685. * Enumerates each value of the given parameters as numbers.
  64686. * @param data the data to enumerate
  64687. * @param byteOffset the byte offset of the data
  64688. * @param byteStride the byte stride of the data
  64689. * @param componentCount the number of components per element
  64690. * @param componentType the type of the component
  64691. * @param count the number of values to enumerate
  64692. * @param normalized whether the data is normalized
  64693. * @param callback the callback function called for each value
  64694. */
  64695. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64696. private static _GetFloatValue;
  64697. }
  64698. }
  64699. declare module BABYLON {
  64700. /**
  64701. * Scalar computation library
  64702. */
  64703. export class Scalar {
  64704. /**
  64705. * Two pi constants convenient for computation.
  64706. */
  64707. static TwoPi: number;
  64708. /**
  64709. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64710. * @param a number
  64711. * @param b number
  64712. * @param epsilon (default = 1.401298E-45)
  64713. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64714. */
  64715. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64716. /**
  64717. * Returns a string : the upper case translation of the number i to hexadecimal.
  64718. * @param i number
  64719. * @returns the upper case translation of the number i to hexadecimal.
  64720. */
  64721. static ToHex(i: number): string;
  64722. /**
  64723. * Returns -1 if value is negative and +1 is value is positive.
  64724. * @param value the value
  64725. * @returns the value itself if it's equal to zero.
  64726. */
  64727. static Sign(value: number): number;
  64728. /**
  64729. * Returns the value itself if it's between min and max.
  64730. * Returns min if the value is lower than min.
  64731. * Returns max if the value is greater than max.
  64732. * @param value the value to clmap
  64733. * @param min the min value to clamp to (default: 0)
  64734. * @param max the max value to clamp to (default: 1)
  64735. * @returns the clamped value
  64736. */
  64737. static Clamp(value: number, min?: number, max?: number): number;
  64738. /**
  64739. * the log2 of value.
  64740. * @param value the value to compute log2 of
  64741. * @returns the log2 of value.
  64742. */
  64743. static Log2(value: number): number;
  64744. /**
  64745. * Loops the value, so that it is never larger than length and never smaller than 0.
  64746. *
  64747. * This is similar to the modulo operator but it works with floating point numbers.
  64748. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64749. * With t = 5 and length = 2.5, the result would be 0.0.
  64750. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64751. * @param value the value
  64752. * @param length the length
  64753. * @returns the looped value
  64754. */
  64755. static Repeat(value: number, length: number): number;
  64756. /**
  64757. * Normalize the value between 0.0 and 1.0 using min and max values
  64758. * @param value value to normalize
  64759. * @param min max to normalize between
  64760. * @param max min to normalize between
  64761. * @returns the normalized value
  64762. */
  64763. static Normalize(value: number, min: number, max: number): number;
  64764. /**
  64765. * Denormalize the value from 0.0 and 1.0 using min and max values
  64766. * @param normalized value to denormalize
  64767. * @param min max to denormalize between
  64768. * @param max min to denormalize between
  64769. * @returns the denormalized value
  64770. */
  64771. static Denormalize(normalized: number, min: number, max: number): number;
  64772. /**
  64773. * Calculates the shortest difference between two given angles given in degrees.
  64774. * @param current current angle in degrees
  64775. * @param target target angle in degrees
  64776. * @returns the delta
  64777. */
  64778. static DeltaAngle(current: number, target: number): number;
  64779. /**
  64780. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  64781. * @param tx value
  64782. * @param length length
  64783. * @returns The returned value will move back and forth between 0 and length
  64784. */
  64785. static PingPong(tx: number, length: number): number;
  64786. /**
  64787. * Interpolates between min and max with smoothing at the limits.
  64788. *
  64789. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  64790. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  64791. * @param from from
  64792. * @param to to
  64793. * @param tx value
  64794. * @returns the smooth stepped value
  64795. */
  64796. static SmoothStep(from: number, to: number, tx: number): number;
  64797. /**
  64798. * Moves a value current towards target.
  64799. *
  64800. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  64801. * Negative values of maxDelta pushes the value away from target.
  64802. * @param current current value
  64803. * @param target target value
  64804. * @param maxDelta max distance to move
  64805. * @returns resulting value
  64806. */
  64807. static MoveTowards(current: number, target: number, maxDelta: number): number;
  64808. /**
  64809. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64810. *
  64811. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  64812. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  64813. * @param current current value
  64814. * @param target target value
  64815. * @param maxDelta max distance to move
  64816. * @returns resulting angle
  64817. */
  64818. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  64819. /**
  64820. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  64821. * @param start start value
  64822. * @param end target value
  64823. * @param amount amount to lerp between
  64824. * @returns the lerped value
  64825. */
  64826. static Lerp(start: number, end: number, amount: number): number;
  64827. /**
  64828. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64829. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  64830. * @param start start value
  64831. * @param end target value
  64832. * @param amount amount to lerp between
  64833. * @returns the lerped value
  64834. */
  64835. static LerpAngle(start: number, end: number, amount: number): number;
  64836. /**
  64837. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  64838. * @param a start value
  64839. * @param b target value
  64840. * @param value value between a and b
  64841. * @returns the inverseLerp value
  64842. */
  64843. static InverseLerp(a: number, b: number, value: number): number;
  64844. /**
  64845. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  64846. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  64847. * @param value1 spline value
  64848. * @param tangent1 spline value
  64849. * @param value2 spline value
  64850. * @param tangent2 spline value
  64851. * @param amount input value
  64852. * @returns hermite result
  64853. */
  64854. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  64855. /**
  64856. * Returns a random float number between and min and max values
  64857. * @param min min value of random
  64858. * @param max max value of random
  64859. * @returns random value
  64860. */
  64861. static RandomRange(min: number, max: number): number;
  64862. /**
  64863. * This function returns percentage of a number in a given range.
  64864. *
  64865. * RangeToPercent(40,20,60) will return 0.5 (50%)
  64866. * RangeToPercent(34,0,100) will return 0.34 (34%)
  64867. * @param number to convert to percentage
  64868. * @param min min range
  64869. * @param max max range
  64870. * @returns the percentage
  64871. */
  64872. static RangeToPercent(number: number, min: number, max: number): number;
  64873. /**
  64874. * This function returns number that corresponds to the percentage in a given range.
  64875. *
  64876. * PercentToRange(0.34,0,100) will return 34.
  64877. * @param percent to convert to number
  64878. * @param min min range
  64879. * @param max max range
  64880. * @returns the number
  64881. */
  64882. static PercentToRange(percent: number, min: number, max: number): number;
  64883. /**
  64884. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  64885. * @param angle The angle to normalize in radian.
  64886. * @return The converted angle.
  64887. */
  64888. static NormalizeRadians(angle: number): number;
  64889. }
  64890. }
  64891. declare module BABYLON {
  64892. /**
  64893. * Constant used to convert a value to gamma space
  64894. * @ignorenaming
  64895. */
  64896. export const ToGammaSpace: number;
  64897. /**
  64898. * Constant used to convert a value to linear space
  64899. * @ignorenaming
  64900. */
  64901. export const ToLinearSpace = 2.2;
  64902. /**
  64903. * Constant used to define the minimal number value in Babylon.js
  64904. * @ignorenaming
  64905. */
  64906. let Epsilon: number;
  64907. }
  64908. declare module BABYLON {
  64909. /**
  64910. * Class used to represent a viewport on screen
  64911. */
  64912. export class Viewport {
  64913. /** viewport left coordinate */
  64914. x: number;
  64915. /** viewport top coordinate */
  64916. y: number;
  64917. /**viewport width */
  64918. width: number;
  64919. /** viewport height */
  64920. height: number;
  64921. /**
  64922. * Creates a Viewport object located at (x, y) and sized (width, height)
  64923. * @param x defines viewport left coordinate
  64924. * @param y defines viewport top coordinate
  64925. * @param width defines the viewport width
  64926. * @param height defines the viewport height
  64927. */
  64928. constructor(
  64929. /** viewport left coordinate */
  64930. x: number,
  64931. /** viewport top coordinate */
  64932. y: number,
  64933. /**viewport width */
  64934. width: number,
  64935. /** viewport height */
  64936. height: number);
  64937. /**
  64938. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  64939. * @param renderWidth defines the rendering width
  64940. * @param renderHeight defines the rendering height
  64941. * @returns a new Viewport
  64942. */
  64943. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  64944. /**
  64945. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  64946. * @param renderWidth defines the rendering width
  64947. * @param renderHeight defines the rendering height
  64948. * @param ref defines the target viewport
  64949. * @returns the current viewport
  64950. */
  64951. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  64952. /**
  64953. * Returns a new Viewport copied from the current one
  64954. * @returns a new Viewport
  64955. */
  64956. clone(): Viewport;
  64957. }
  64958. }
  64959. declare module BABYLON {
  64960. /**
  64961. * Class containing a set of static utilities functions for arrays.
  64962. */
  64963. export class ArrayTools {
  64964. /**
  64965. * Returns an array of the given size filled with element built from the given constructor and the paramters
  64966. * @param size the number of element to construct and put in the array
  64967. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  64968. * @returns a new array filled with new objects
  64969. */
  64970. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  64971. }
  64972. }
  64973. declare module BABYLON {
  64974. /**
  64975. * @hidden
  64976. */
  64977. export interface IColor4Like {
  64978. r: float;
  64979. g: float;
  64980. b: float;
  64981. a: float;
  64982. }
  64983. /**
  64984. * @hidden
  64985. */
  64986. export interface IColor3Like {
  64987. r: float;
  64988. g: float;
  64989. b: float;
  64990. }
  64991. /**
  64992. * @hidden
  64993. */
  64994. export interface IVector4Like {
  64995. x: float;
  64996. y: float;
  64997. z: float;
  64998. w: float;
  64999. }
  65000. /**
  65001. * @hidden
  65002. */
  65003. export interface IVector3Like {
  65004. x: float;
  65005. y: float;
  65006. z: float;
  65007. }
  65008. /**
  65009. * @hidden
  65010. */
  65011. export interface IVector2Like {
  65012. x: float;
  65013. y: float;
  65014. }
  65015. /**
  65016. * @hidden
  65017. */
  65018. export interface IMatrixLike {
  65019. toArray(): DeepImmutable<Float32Array>;
  65020. updateFlag: int;
  65021. }
  65022. /**
  65023. * @hidden
  65024. */
  65025. export interface IViewportLike {
  65026. x: float;
  65027. y: float;
  65028. width: float;
  65029. height: float;
  65030. }
  65031. /**
  65032. * @hidden
  65033. */
  65034. export interface IPlaneLike {
  65035. normal: IVector3Like;
  65036. d: float;
  65037. normalize(): void;
  65038. }
  65039. }
  65040. declare module BABYLON {
  65041. /**
  65042. * Class representing a vector containing 2 coordinates
  65043. */
  65044. export class Vector2 {
  65045. /** defines the first coordinate */
  65046. x: number;
  65047. /** defines the second coordinate */
  65048. y: number;
  65049. /**
  65050. * Creates a new Vector2 from the given x and y coordinates
  65051. * @param x defines the first coordinate
  65052. * @param y defines the second coordinate
  65053. */
  65054. constructor(
  65055. /** defines the first coordinate */
  65056. x?: number,
  65057. /** defines the second coordinate */
  65058. y?: number);
  65059. /**
  65060. * Gets a string with the Vector2 coordinates
  65061. * @returns a string with the Vector2 coordinates
  65062. */
  65063. toString(): string;
  65064. /**
  65065. * Gets class name
  65066. * @returns the string "Vector2"
  65067. */
  65068. getClassName(): string;
  65069. /**
  65070. * Gets current vector hash code
  65071. * @returns the Vector2 hash code as a number
  65072. */
  65073. getHashCode(): number;
  65074. /**
  65075. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65076. * @param array defines the source array
  65077. * @param index defines the offset in source array
  65078. * @returns the current Vector2
  65079. */
  65080. toArray(array: FloatArray, index?: number): Vector2;
  65081. /**
  65082. * Copy the current vector to an array
  65083. * @returns a new array with 2 elements: the Vector2 coordinates.
  65084. */
  65085. asArray(): number[];
  65086. /**
  65087. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65088. * @param source defines the source Vector2
  65089. * @returns the current updated Vector2
  65090. */
  65091. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65092. /**
  65093. * Sets the Vector2 coordinates with the given floats
  65094. * @param x defines the first coordinate
  65095. * @param y defines the second coordinate
  65096. * @returns the current updated Vector2
  65097. */
  65098. copyFromFloats(x: number, y: number): Vector2;
  65099. /**
  65100. * Sets the Vector2 coordinates with the given floats
  65101. * @param x defines the first coordinate
  65102. * @param y defines the second coordinate
  65103. * @returns the current updated Vector2
  65104. */
  65105. set(x: number, y: number): Vector2;
  65106. /**
  65107. * Add another vector with the current one
  65108. * @param otherVector defines the other vector
  65109. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65110. */
  65111. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65112. /**
  65113. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65114. * @param otherVector defines the other vector
  65115. * @param result defines the target vector
  65116. * @returns the unmodified current Vector2
  65117. */
  65118. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65119. /**
  65120. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65121. * @param otherVector defines the other vector
  65122. * @returns the current updated Vector2
  65123. */
  65124. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65125. /**
  65126. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65127. * @param otherVector defines the other vector
  65128. * @returns a new Vector2
  65129. */
  65130. addVector3(otherVector: Vector3): Vector2;
  65131. /**
  65132. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65133. * @param otherVector defines the other vector
  65134. * @returns a new Vector2
  65135. */
  65136. subtract(otherVector: Vector2): Vector2;
  65137. /**
  65138. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65139. * @param otherVector defines the other vector
  65140. * @param result defines the target vector
  65141. * @returns the unmodified current Vector2
  65142. */
  65143. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65144. /**
  65145. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65146. * @param otherVector defines the other vector
  65147. * @returns the current updated Vector2
  65148. */
  65149. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65150. /**
  65151. * Multiplies in place the current Vector2 coordinates by the given ones
  65152. * @param otherVector defines the other vector
  65153. * @returns the current updated Vector2
  65154. */
  65155. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65156. /**
  65157. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65158. * @param otherVector defines the other vector
  65159. * @returns a new Vector2
  65160. */
  65161. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65162. /**
  65163. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65164. * @param otherVector defines the other vector
  65165. * @param result defines the target vector
  65166. * @returns the unmodified current Vector2
  65167. */
  65168. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65169. /**
  65170. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65171. * @param x defines the first coordinate
  65172. * @param y defines the second coordinate
  65173. * @returns a new Vector2
  65174. */
  65175. multiplyByFloats(x: number, y: number): Vector2;
  65176. /**
  65177. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65178. * @param otherVector defines the other vector
  65179. * @returns a new Vector2
  65180. */
  65181. divide(otherVector: Vector2): Vector2;
  65182. /**
  65183. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65184. * @param otherVector defines the other vector
  65185. * @param result defines the target vector
  65186. * @returns the unmodified current Vector2
  65187. */
  65188. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65189. /**
  65190. * Divides the current Vector2 coordinates by the given ones
  65191. * @param otherVector defines the other vector
  65192. * @returns the current updated Vector2
  65193. */
  65194. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65195. /**
  65196. * Gets a new Vector2 with current Vector2 negated coordinates
  65197. * @returns a new Vector2
  65198. */
  65199. negate(): Vector2;
  65200. /**
  65201. * Multiply the Vector2 coordinates by scale
  65202. * @param scale defines the scaling factor
  65203. * @returns the current updated Vector2
  65204. */
  65205. scaleInPlace(scale: number): Vector2;
  65206. /**
  65207. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65208. * @param scale defines the scaling factor
  65209. * @returns a new Vector2
  65210. */
  65211. scale(scale: number): Vector2;
  65212. /**
  65213. * Scale the current Vector2 values by a factor to a given Vector2
  65214. * @param scale defines the scale factor
  65215. * @param result defines the Vector2 object where to store the result
  65216. * @returns the unmodified current Vector2
  65217. */
  65218. scaleToRef(scale: number, result: Vector2): Vector2;
  65219. /**
  65220. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65221. * @param scale defines the scale factor
  65222. * @param result defines the Vector2 object where to store the result
  65223. * @returns the unmodified current Vector2
  65224. */
  65225. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65226. /**
  65227. * Gets a boolean if two vectors are equals
  65228. * @param otherVector defines the other vector
  65229. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65230. */
  65231. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65232. /**
  65233. * Gets a boolean if two vectors are equals (using an epsilon value)
  65234. * @param otherVector defines the other vector
  65235. * @param epsilon defines the minimal distance to consider equality
  65236. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65237. */
  65238. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65239. /**
  65240. * Gets a new Vector2 from current Vector2 floored values
  65241. * @returns a new Vector2
  65242. */
  65243. floor(): Vector2;
  65244. /**
  65245. * Gets a new Vector2 from current Vector2 floored values
  65246. * @returns a new Vector2
  65247. */
  65248. fract(): Vector2;
  65249. /**
  65250. * Gets the length of the vector
  65251. * @returns the vector length (float)
  65252. */
  65253. length(): number;
  65254. /**
  65255. * Gets the vector squared length
  65256. * @returns the vector squared length (float)
  65257. */
  65258. lengthSquared(): number;
  65259. /**
  65260. * Normalize the vector
  65261. * @returns the current updated Vector2
  65262. */
  65263. normalize(): Vector2;
  65264. /**
  65265. * Gets a new Vector2 copied from the Vector2
  65266. * @returns a new Vector2
  65267. */
  65268. clone(): Vector2;
  65269. /**
  65270. * Gets a new Vector2(0, 0)
  65271. * @returns a new Vector2
  65272. */
  65273. static Zero(): Vector2;
  65274. /**
  65275. * Gets a new Vector2(1, 1)
  65276. * @returns a new Vector2
  65277. */
  65278. static One(): Vector2;
  65279. /**
  65280. * Gets a new Vector2 set from the given index element of the given array
  65281. * @param array defines the data source
  65282. * @param offset defines the offset in the data source
  65283. * @returns a new Vector2
  65284. */
  65285. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65286. /**
  65287. * Sets "result" from the given index element of the given array
  65288. * @param array defines the data source
  65289. * @param offset defines the offset in the data source
  65290. * @param result defines the target vector
  65291. */
  65292. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65293. /**
  65294. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65295. * @param value1 defines 1st point of control
  65296. * @param value2 defines 2nd point of control
  65297. * @param value3 defines 3rd point of control
  65298. * @param value4 defines 4th point of control
  65299. * @param amount defines the interpolation factor
  65300. * @returns a new Vector2
  65301. */
  65302. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65303. /**
  65304. * 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".
  65305. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65306. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65307. * @param value defines the value to clamp
  65308. * @param min defines the lower limit
  65309. * @param max defines the upper limit
  65310. * @returns a new Vector2
  65311. */
  65312. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65313. /**
  65314. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65315. * @param value1 defines the 1st control point
  65316. * @param tangent1 defines the outgoing tangent
  65317. * @param value2 defines the 2nd control point
  65318. * @param tangent2 defines the incoming tangent
  65319. * @param amount defines the interpolation factor
  65320. * @returns a new Vector2
  65321. */
  65322. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65323. /**
  65324. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65325. * @param start defines the start vector
  65326. * @param end defines the end vector
  65327. * @param amount defines the interpolation factor
  65328. * @returns a new Vector2
  65329. */
  65330. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65331. /**
  65332. * Gets the dot product of the vector "left" and the vector "right"
  65333. * @param left defines first vector
  65334. * @param right defines second vector
  65335. * @returns the dot product (float)
  65336. */
  65337. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65338. /**
  65339. * Returns a new Vector2 equal to the normalized given vector
  65340. * @param vector defines the vector to normalize
  65341. * @returns a new Vector2
  65342. */
  65343. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65344. /**
  65345. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65346. * @param left defines 1st vector
  65347. * @param right defines 2nd vector
  65348. * @returns a new Vector2
  65349. */
  65350. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65351. /**
  65352. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65353. * @param left defines 1st vector
  65354. * @param right defines 2nd vector
  65355. * @returns a new Vector2
  65356. */
  65357. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65358. /**
  65359. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65360. * @param vector defines the vector to transform
  65361. * @param transformation defines the matrix to apply
  65362. * @returns a new Vector2
  65363. */
  65364. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65365. /**
  65366. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65367. * @param vector defines the vector to transform
  65368. * @param transformation defines the matrix to apply
  65369. * @param result defines the target vector
  65370. */
  65371. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65372. /**
  65373. * Determines if a given vector is included in a triangle
  65374. * @param p defines the vector to test
  65375. * @param p0 defines 1st triangle point
  65376. * @param p1 defines 2nd triangle point
  65377. * @param p2 defines 3rd triangle point
  65378. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65379. */
  65380. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65381. /**
  65382. * Gets the distance between the vectors "value1" and "value2"
  65383. * @param value1 defines first vector
  65384. * @param value2 defines second vector
  65385. * @returns the distance between vectors
  65386. */
  65387. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65388. /**
  65389. * Returns the squared distance between the vectors "value1" and "value2"
  65390. * @param value1 defines first vector
  65391. * @param value2 defines second vector
  65392. * @returns the squared distance between vectors
  65393. */
  65394. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65395. /**
  65396. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65397. * @param value1 defines first vector
  65398. * @param value2 defines second vector
  65399. * @returns a new Vector2
  65400. */
  65401. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65402. /**
  65403. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65404. * @param p defines the middle point
  65405. * @param segA defines one point of the segment
  65406. * @param segB defines the other point of the segment
  65407. * @returns the shortest distance
  65408. */
  65409. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65410. }
  65411. /**
  65412. * Classed used to store (x,y,z) vector representation
  65413. * A Vector3 is the main object used in 3D geometry
  65414. * It can represent etiher the coordinates of a point the space, either a direction
  65415. * Reminder: js uses a left handed forward facing system
  65416. */
  65417. export class Vector3 {
  65418. /**
  65419. * Defines the first coordinates (on X axis)
  65420. */
  65421. x: number;
  65422. /**
  65423. * Defines the second coordinates (on Y axis)
  65424. */
  65425. y: number;
  65426. /**
  65427. * Defines the third coordinates (on Z axis)
  65428. */
  65429. z: number;
  65430. private static _UpReadOnly;
  65431. private static _ZeroReadOnly;
  65432. /**
  65433. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65434. * @param x defines the first coordinates (on X axis)
  65435. * @param y defines the second coordinates (on Y axis)
  65436. * @param z defines the third coordinates (on Z axis)
  65437. */
  65438. constructor(
  65439. /**
  65440. * Defines the first coordinates (on X axis)
  65441. */
  65442. x?: number,
  65443. /**
  65444. * Defines the second coordinates (on Y axis)
  65445. */
  65446. y?: number,
  65447. /**
  65448. * Defines the third coordinates (on Z axis)
  65449. */
  65450. z?: number);
  65451. /**
  65452. * Creates a string representation of the Vector3
  65453. * @returns a string with the Vector3 coordinates.
  65454. */
  65455. toString(): string;
  65456. /**
  65457. * Gets the class name
  65458. * @returns the string "Vector3"
  65459. */
  65460. getClassName(): string;
  65461. /**
  65462. * Creates the Vector3 hash code
  65463. * @returns a number which tends to be unique between Vector3 instances
  65464. */
  65465. getHashCode(): number;
  65466. /**
  65467. * Creates an array containing three elements : the coordinates of the Vector3
  65468. * @returns a new array of numbers
  65469. */
  65470. asArray(): number[];
  65471. /**
  65472. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65473. * @param array defines the destination array
  65474. * @param index defines the offset in the destination array
  65475. * @returns the current Vector3
  65476. */
  65477. toArray(array: FloatArray, index?: number): Vector3;
  65478. /**
  65479. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65480. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65481. */
  65482. toQuaternion(): Quaternion;
  65483. /**
  65484. * Adds the given vector to the current Vector3
  65485. * @param otherVector defines the second operand
  65486. * @returns the current updated Vector3
  65487. */
  65488. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65489. /**
  65490. * Adds the given coordinates to the current Vector3
  65491. * @param x defines the x coordinate of the operand
  65492. * @param y defines the y coordinate of the operand
  65493. * @param z defines the z coordinate of the operand
  65494. * @returns the current updated Vector3
  65495. */
  65496. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65497. /**
  65498. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65499. * @param otherVector defines the second operand
  65500. * @returns the resulting Vector3
  65501. */
  65502. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65503. /**
  65504. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65505. * @param otherVector defines the second operand
  65506. * @param result defines the Vector3 object where to store the result
  65507. * @returns the current Vector3
  65508. */
  65509. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65510. /**
  65511. * Subtract the given vector from the current Vector3
  65512. * @param otherVector defines the second operand
  65513. * @returns the current updated Vector3
  65514. */
  65515. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65516. /**
  65517. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65518. * @param otherVector defines the second operand
  65519. * @returns the resulting Vector3
  65520. */
  65521. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65522. /**
  65523. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65524. * @param otherVector defines the second operand
  65525. * @param result defines the Vector3 object where to store the result
  65526. * @returns the current Vector3
  65527. */
  65528. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65529. /**
  65530. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65531. * @param x defines the x coordinate of the operand
  65532. * @param y defines the y coordinate of the operand
  65533. * @param z defines the z coordinate of the operand
  65534. * @returns the resulting Vector3
  65535. */
  65536. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65537. /**
  65538. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65539. * @param x defines the x coordinate of the operand
  65540. * @param y defines the y coordinate of the operand
  65541. * @param z defines the z coordinate of the operand
  65542. * @param result defines the Vector3 object where to store the result
  65543. * @returns the current Vector3
  65544. */
  65545. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65546. /**
  65547. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65548. * @returns a new Vector3
  65549. */
  65550. negate(): Vector3;
  65551. /**
  65552. * Multiplies the Vector3 coordinates by the float "scale"
  65553. * @param scale defines the multiplier factor
  65554. * @returns the current updated Vector3
  65555. */
  65556. scaleInPlace(scale: number): Vector3;
  65557. /**
  65558. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65559. * @param scale defines the multiplier factor
  65560. * @returns a new Vector3
  65561. */
  65562. scale(scale: number): Vector3;
  65563. /**
  65564. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65565. * @param scale defines the multiplier factor
  65566. * @param result defines the Vector3 object where to store the result
  65567. * @returns the current Vector3
  65568. */
  65569. scaleToRef(scale: number, result: Vector3): Vector3;
  65570. /**
  65571. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65572. * @param scale defines the scale factor
  65573. * @param result defines the Vector3 object where to store the result
  65574. * @returns the unmodified current Vector3
  65575. */
  65576. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65577. /**
  65578. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65579. * @param otherVector defines the second operand
  65580. * @returns true if both vectors are equals
  65581. */
  65582. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65583. /**
  65584. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65585. * @param otherVector defines the second operand
  65586. * @param epsilon defines the minimal distance to define values as equals
  65587. * @returns true if both vectors are distant less than epsilon
  65588. */
  65589. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65590. /**
  65591. * Returns true if the current Vector3 coordinates equals the given floats
  65592. * @param x defines the x coordinate of the operand
  65593. * @param y defines the y coordinate of the operand
  65594. * @param z defines the z coordinate of the operand
  65595. * @returns true if both vectors are equals
  65596. */
  65597. equalsToFloats(x: number, y: number, z: number): boolean;
  65598. /**
  65599. * Multiplies the current Vector3 coordinates by the given ones
  65600. * @param otherVector defines the second operand
  65601. * @returns the current updated Vector3
  65602. */
  65603. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65604. /**
  65605. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65606. * @param otherVector defines the second operand
  65607. * @returns the new Vector3
  65608. */
  65609. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65610. /**
  65611. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65612. * @param otherVector defines the second operand
  65613. * @param result defines the Vector3 object where to store the result
  65614. * @returns the current Vector3
  65615. */
  65616. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65617. /**
  65618. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65619. * @param x defines the x coordinate of the operand
  65620. * @param y defines the y coordinate of the operand
  65621. * @param z defines the z coordinate of the operand
  65622. * @returns the new Vector3
  65623. */
  65624. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65625. /**
  65626. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65627. * @param otherVector defines the second operand
  65628. * @returns the new Vector3
  65629. */
  65630. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65631. /**
  65632. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65633. * @param otherVector defines the second operand
  65634. * @param result defines the Vector3 object where to store the result
  65635. * @returns the current Vector3
  65636. */
  65637. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65638. /**
  65639. * Divides the current Vector3 coordinates by the given ones.
  65640. * @param otherVector defines the second operand
  65641. * @returns the current updated Vector3
  65642. */
  65643. divideInPlace(otherVector: Vector3): Vector3;
  65644. /**
  65645. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65646. * @param other defines the second operand
  65647. * @returns the current updated Vector3
  65648. */
  65649. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65650. /**
  65651. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65652. * @param other defines the second operand
  65653. * @returns the current updated Vector3
  65654. */
  65655. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65656. /**
  65657. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65658. * @param x defines the x coordinate of the operand
  65659. * @param y defines the y coordinate of the operand
  65660. * @param z defines the z coordinate of the operand
  65661. * @returns the current updated Vector3
  65662. */
  65663. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65664. /**
  65665. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65666. * @param x defines the x coordinate of the operand
  65667. * @param y defines the y coordinate of the operand
  65668. * @param z defines the z coordinate of the operand
  65669. * @returns the current updated Vector3
  65670. */
  65671. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65672. /**
  65673. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65674. * Check if is non uniform within a certain amount of decimal places to account for this
  65675. * @param epsilon the amount the values can differ
  65676. * @returns if the the vector is non uniform to a certain number of decimal places
  65677. */
  65678. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65679. /**
  65680. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65681. */
  65682. readonly isNonUniform: boolean;
  65683. /**
  65684. * Gets a new Vector3 from current Vector3 floored values
  65685. * @returns a new Vector3
  65686. */
  65687. floor(): Vector3;
  65688. /**
  65689. * Gets a new Vector3 from current Vector3 floored values
  65690. * @returns a new Vector3
  65691. */
  65692. fract(): Vector3;
  65693. /**
  65694. * Gets the length of the Vector3
  65695. * @returns the length of the Vector3
  65696. */
  65697. length(): number;
  65698. /**
  65699. * Gets the squared length of the Vector3
  65700. * @returns squared length of the Vector3
  65701. */
  65702. lengthSquared(): number;
  65703. /**
  65704. * Normalize the current Vector3.
  65705. * Please note that this is an in place operation.
  65706. * @returns the current updated Vector3
  65707. */
  65708. normalize(): Vector3;
  65709. /**
  65710. * Reorders the x y z properties of the vector in place
  65711. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65712. * @returns the current updated vector
  65713. */
  65714. reorderInPlace(order: string): this;
  65715. /**
  65716. * Rotates the vector around 0,0,0 by a quaternion
  65717. * @param quaternion the rotation quaternion
  65718. * @param result vector to store the result
  65719. * @returns the resulting vector
  65720. */
  65721. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65722. /**
  65723. * Rotates a vector around a given point
  65724. * @param quaternion the rotation quaternion
  65725. * @param point the point to rotate around
  65726. * @param result vector to store the result
  65727. * @returns the resulting vector
  65728. */
  65729. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65730. /**
  65731. * Normalize the current Vector3 with the given input length.
  65732. * Please note that this is an in place operation.
  65733. * @param len the length of the vector
  65734. * @returns the current updated Vector3
  65735. */
  65736. normalizeFromLength(len: number): Vector3;
  65737. /**
  65738. * Normalize the current Vector3 to a new vector
  65739. * @returns the new Vector3
  65740. */
  65741. normalizeToNew(): Vector3;
  65742. /**
  65743. * Normalize the current Vector3 to the reference
  65744. * @param reference define the Vector3 to update
  65745. * @returns the updated Vector3
  65746. */
  65747. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65748. /**
  65749. * Creates a new Vector3 copied from the current Vector3
  65750. * @returns the new Vector3
  65751. */
  65752. clone(): Vector3;
  65753. /**
  65754. * Copies the given vector coordinates to the current Vector3 ones
  65755. * @param source defines the source Vector3
  65756. * @returns the current updated Vector3
  65757. */
  65758. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65759. /**
  65760. * Copies the given floats to the current Vector3 coordinates
  65761. * @param x defines the x coordinate of the operand
  65762. * @param y defines the y coordinate of the operand
  65763. * @param z defines the z coordinate of the operand
  65764. * @returns the current updated Vector3
  65765. */
  65766. copyFromFloats(x: number, y: number, z: number): Vector3;
  65767. /**
  65768. * Copies the given floats to the current Vector3 coordinates
  65769. * @param x defines the x coordinate of the operand
  65770. * @param y defines the y coordinate of the operand
  65771. * @param z defines the z coordinate of the operand
  65772. * @returns the current updated Vector3
  65773. */
  65774. set(x: number, y: number, z: number): Vector3;
  65775. /**
  65776. * Copies the given float to the current Vector3 coordinates
  65777. * @param v defines the x, y and z coordinates of the operand
  65778. * @returns the current updated Vector3
  65779. */
  65780. setAll(v: number): Vector3;
  65781. /**
  65782. * Get the clip factor between two vectors
  65783. * @param vector0 defines the first operand
  65784. * @param vector1 defines the second operand
  65785. * @param axis defines the axis to use
  65786. * @param size defines the size along the axis
  65787. * @returns the clip factor
  65788. */
  65789. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  65790. /**
  65791. * Get angle between two vectors
  65792. * @param vector0 angle between vector0 and vector1
  65793. * @param vector1 angle between vector0 and vector1
  65794. * @param normal direction of the normal
  65795. * @return the angle between vector0 and vector1
  65796. */
  65797. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  65798. /**
  65799. * Returns a new Vector3 set from the index "offset" of the given array
  65800. * @param array defines the source array
  65801. * @param offset defines the offset in the source array
  65802. * @returns the new Vector3
  65803. */
  65804. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  65805. /**
  65806. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  65807. * This function is deprecated. Use FromArray instead
  65808. * @param array defines the source array
  65809. * @param offset defines the offset in the source array
  65810. * @returns the new Vector3
  65811. */
  65812. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  65813. /**
  65814. * Sets the given vector "result" with the element values from the index "offset" of the given array
  65815. * @param array defines the source array
  65816. * @param offset defines the offset in the source array
  65817. * @param result defines the Vector3 where to store the result
  65818. */
  65819. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  65820. /**
  65821. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  65822. * This function is deprecated. Use FromArrayToRef instead.
  65823. * @param array defines the source array
  65824. * @param offset defines the offset in the source array
  65825. * @param result defines the Vector3 where to store the result
  65826. */
  65827. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  65828. /**
  65829. * Sets the given vector "result" with the given floats.
  65830. * @param x defines the x coordinate of the source
  65831. * @param y defines the y coordinate of the source
  65832. * @param z defines the z coordinate of the source
  65833. * @param result defines the Vector3 where to store the result
  65834. */
  65835. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  65836. /**
  65837. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  65838. * @returns a new empty Vector3
  65839. */
  65840. static Zero(): Vector3;
  65841. /**
  65842. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  65843. * @returns a new unit Vector3
  65844. */
  65845. static One(): Vector3;
  65846. /**
  65847. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  65848. * @returns a new up Vector3
  65849. */
  65850. static Up(): Vector3;
  65851. /**
  65852. * Gets a up Vector3 that must not be updated
  65853. */
  65854. static readonly UpReadOnly: DeepImmutable<Vector3>;
  65855. /**
  65856. * Gets a zero Vector3 that must not be updated
  65857. */
  65858. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  65859. /**
  65860. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  65861. * @returns a new down Vector3
  65862. */
  65863. static Down(): Vector3;
  65864. /**
  65865. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  65866. * @returns a new forward Vector3
  65867. */
  65868. static Forward(): Vector3;
  65869. /**
  65870. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  65871. * @returns a new forward Vector3
  65872. */
  65873. static Backward(): Vector3;
  65874. /**
  65875. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  65876. * @returns a new right Vector3
  65877. */
  65878. static Right(): Vector3;
  65879. /**
  65880. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  65881. * @returns a new left Vector3
  65882. */
  65883. static Left(): Vector3;
  65884. /**
  65885. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  65886. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65887. * @param vector defines the Vector3 to transform
  65888. * @param transformation defines the transformation matrix
  65889. * @returns the transformed Vector3
  65890. */
  65891. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65892. /**
  65893. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  65894. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65895. * @param vector defines the Vector3 to transform
  65896. * @param transformation defines the transformation matrix
  65897. * @param result defines the Vector3 where to store the result
  65898. */
  65899. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65900. /**
  65901. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  65902. * This method computes tranformed coordinates only, not transformed direction vectors
  65903. * @param x define the x coordinate of the source vector
  65904. * @param y define the y coordinate of the source vector
  65905. * @param z define the z coordinate of the source vector
  65906. * @param transformation defines the transformation matrix
  65907. * @param result defines the Vector3 where to store the result
  65908. */
  65909. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65910. /**
  65911. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  65912. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65913. * @param vector defines the Vector3 to transform
  65914. * @param transformation defines the transformation matrix
  65915. * @returns the new Vector3
  65916. */
  65917. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65918. /**
  65919. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  65920. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65921. * @param vector defines the Vector3 to transform
  65922. * @param transformation defines the transformation matrix
  65923. * @param result defines the Vector3 where to store the result
  65924. */
  65925. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65926. /**
  65927. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  65928. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65929. * @param x define the x coordinate of the source vector
  65930. * @param y define the y coordinate of the source vector
  65931. * @param z define the z coordinate of the source vector
  65932. * @param transformation defines the transformation matrix
  65933. * @param result defines the Vector3 where to store the result
  65934. */
  65935. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65936. /**
  65937. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  65938. * @param value1 defines the first control point
  65939. * @param value2 defines the second control point
  65940. * @param value3 defines the third control point
  65941. * @param value4 defines the fourth control point
  65942. * @param amount defines the amount on the spline to use
  65943. * @returns the new Vector3
  65944. */
  65945. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  65946. /**
  65947. * 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"
  65948. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65949. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65950. * @param value defines the current value
  65951. * @param min defines the lower range value
  65952. * @param max defines the upper range value
  65953. * @returns the new Vector3
  65954. */
  65955. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  65956. /**
  65957. * 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"
  65958. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65959. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65960. * @param value defines the current value
  65961. * @param min defines the lower range value
  65962. * @param max defines the upper range value
  65963. * @param result defines the Vector3 where to store the result
  65964. */
  65965. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  65966. /**
  65967. * Checks if a given vector is inside a specific range
  65968. * @param v defines the vector to test
  65969. * @param min defines the minimum range
  65970. * @param max defines the maximum range
  65971. */
  65972. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  65973. /**
  65974. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  65975. * @param value1 defines the first control point
  65976. * @param tangent1 defines the first tangent vector
  65977. * @param value2 defines the second control point
  65978. * @param tangent2 defines the second tangent vector
  65979. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  65980. * @returns the new Vector3
  65981. */
  65982. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  65983. /**
  65984. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  65985. * @param start defines the start value
  65986. * @param end defines the end value
  65987. * @param amount max defines amount between both (between 0 and 1)
  65988. * @returns the new Vector3
  65989. */
  65990. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  65991. /**
  65992. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  65993. * @param start defines the start value
  65994. * @param end defines the end value
  65995. * @param amount max defines amount between both (between 0 and 1)
  65996. * @param result defines the Vector3 where to store the result
  65997. */
  65998. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  65999. /**
  66000. * Returns the dot product (float) between the vectors "left" and "right"
  66001. * @param left defines the left operand
  66002. * @param right defines the right operand
  66003. * @returns the dot product
  66004. */
  66005. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66006. /**
  66007. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66008. * The cross product is then orthogonal to both "left" and "right"
  66009. * @param left defines the left operand
  66010. * @param right defines the right operand
  66011. * @returns the cross product
  66012. */
  66013. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66014. /**
  66015. * Sets the given vector "result" with the cross product of "left" and "right"
  66016. * The cross product is then orthogonal to both "left" and "right"
  66017. * @param left defines the left operand
  66018. * @param right defines the right operand
  66019. * @param result defines the Vector3 where to store the result
  66020. */
  66021. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66022. /**
  66023. * Returns a new Vector3 as the normalization of the given vector
  66024. * @param vector defines the Vector3 to normalize
  66025. * @returns the new Vector3
  66026. */
  66027. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66028. /**
  66029. * Sets the given vector "result" with the normalization of the given first vector
  66030. * @param vector defines the Vector3 to normalize
  66031. * @param result defines the Vector3 where to store the result
  66032. */
  66033. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66034. /**
  66035. * Project a Vector3 onto screen space
  66036. * @param vector defines the Vector3 to project
  66037. * @param world defines the world matrix to use
  66038. * @param transform defines the transform (view x projection) matrix to use
  66039. * @param viewport defines the screen viewport to use
  66040. * @returns the new Vector3
  66041. */
  66042. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66043. /** @hidden */
  66044. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66045. /**
  66046. * Unproject from screen space to object space
  66047. * @param source defines the screen space Vector3 to use
  66048. * @param viewportWidth defines the current width of the viewport
  66049. * @param viewportHeight defines the current height of the viewport
  66050. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66051. * @param transform defines the transform (view x projection) matrix to use
  66052. * @returns the new Vector3
  66053. */
  66054. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66055. /**
  66056. * Unproject from screen space to object space
  66057. * @param source defines the screen space Vector3 to use
  66058. * @param viewportWidth defines the current width of the viewport
  66059. * @param viewportHeight defines the current height of the viewport
  66060. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66061. * @param view defines the view matrix to use
  66062. * @param projection defines the projection matrix to use
  66063. * @returns the new Vector3
  66064. */
  66065. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66066. /**
  66067. * Unproject from screen space to object space
  66068. * @param source defines the screen space Vector3 to use
  66069. * @param viewportWidth defines the current width of the viewport
  66070. * @param viewportHeight defines the current height of the viewport
  66071. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66072. * @param view defines the view matrix to use
  66073. * @param projection defines the projection matrix to use
  66074. * @param result defines the Vector3 where to store the result
  66075. */
  66076. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66077. /**
  66078. * Unproject from screen space to object space
  66079. * @param sourceX defines the screen space x coordinate to use
  66080. * @param sourceY defines the screen space y coordinate to use
  66081. * @param sourceZ defines the screen space z coordinate to use
  66082. * @param viewportWidth defines the current width of the viewport
  66083. * @param viewportHeight defines the current height of the viewport
  66084. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66085. * @param view defines the view matrix to use
  66086. * @param projection defines the projection matrix to use
  66087. * @param result defines the Vector3 where to store the result
  66088. */
  66089. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66090. /**
  66091. * Gets the minimal coordinate values between two Vector3
  66092. * @param left defines the first operand
  66093. * @param right defines the second operand
  66094. * @returns the new Vector3
  66095. */
  66096. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66097. /**
  66098. * Gets the maximal coordinate values between two Vector3
  66099. * @param left defines the first operand
  66100. * @param right defines the second operand
  66101. * @returns the new Vector3
  66102. */
  66103. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66104. /**
  66105. * Returns the distance between the vectors "value1" and "value2"
  66106. * @param value1 defines the first operand
  66107. * @param value2 defines the second operand
  66108. * @returns the distance
  66109. */
  66110. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66111. /**
  66112. * Returns the squared distance between the vectors "value1" and "value2"
  66113. * @param value1 defines the first operand
  66114. * @param value2 defines the second operand
  66115. * @returns the squared distance
  66116. */
  66117. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66118. /**
  66119. * Returns a new Vector3 located at the center between "value1" and "value2"
  66120. * @param value1 defines the first operand
  66121. * @param value2 defines the second operand
  66122. * @returns the new Vector3
  66123. */
  66124. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66125. /**
  66126. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66127. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66128. * to something in order to rotate it from its local system to the given target system
  66129. * Note: axis1, axis2 and axis3 are normalized during this operation
  66130. * @param axis1 defines the first axis
  66131. * @param axis2 defines the second axis
  66132. * @param axis3 defines the third axis
  66133. * @returns a new Vector3
  66134. */
  66135. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66136. /**
  66137. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66138. * @param axis1 defines the first axis
  66139. * @param axis2 defines the second axis
  66140. * @param axis3 defines the third axis
  66141. * @param ref defines the Vector3 where to store the result
  66142. */
  66143. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66144. }
  66145. /**
  66146. * Vector4 class created for EulerAngle class conversion to Quaternion
  66147. */
  66148. export class Vector4 {
  66149. /** x value of the vector */
  66150. x: number;
  66151. /** y value of the vector */
  66152. y: number;
  66153. /** z value of the vector */
  66154. z: number;
  66155. /** w value of the vector */
  66156. w: number;
  66157. /**
  66158. * Creates a Vector4 object from the given floats.
  66159. * @param x x value of the vector
  66160. * @param y y value of the vector
  66161. * @param z z value of the vector
  66162. * @param w w value of the vector
  66163. */
  66164. constructor(
  66165. /** x value of the vector */
  66166. x: number,
  66167. /** y value of the vector */
  66168. y: number,
  66169. /** z value of the vector */
  66170. z: number,
  66171. /** w value of the vector */
  66172. w: number);
  66173. /**
  66174. * Returns the string with the Vector4 coordinates.
  66175. * @returns a string containing all the vector values
  66176. */
  66177. toString(): string;
  66178. /**
  66179. * Returns the string "Vector4".
  66180. * @returns "Vector4"
  66181. */
  66182. getClassName(): string;
  66183. /**
  66184. * Returns the Vector4 hash code.
  66185. * @returns a unique hash code
  66186. */
  66187. getHashCode(): number;
  66188. /**
  66189. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66190. * @returns the resulting array
  66191. */
  66192. asArray(): number[];
  66193. /**
  66194. * Populates the given array from the given index with the Vector4 coordinates.
  66195. * @param array array to populate
  66196. * @param index index of the array to start at (default: 0)
  66197. * @returns the Vector4.
  66198. */
  66199. toArray(array: FloatArray, index?: number): Vector4;
  66200. /**
  66201. * Adds the given vector to the current Vector4.
  66202. * @param otherVector the vector to add
  66203. * @returns the updated Vector4.
  66204. */
  66205. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66206. /**
  66207. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66208. * @param otherVector the vector to add
  66209. * @returns the resulting vector
  66210. */
  66211. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66212. /**
  66213. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66214. * @param otherVector the vector to add
  66215. * @param result the vector to store the result
  66216. * @returns the current Vector4.
  66217. */
  66218. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66219. /**
  66220. * Subtract in place the given vector from the current Vector4.
  66221. * @param otherVector the vector to subtract
  66222. * @returns the updated Vector4.
  66223. */
  66224. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66225. /**
  66226. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66227. * @param otherVector the vector to add
  66228. * @returns the new vector with the result
  66229. */
  66230. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66231. /**
  66232. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66233. * @param otherVector the vector to subtract
  66234. * @param result the vector to store the result
  66235. * @returns the current Vector4.
  66236. */
  66237. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66238. /**
  66239. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66240. */
  66241. /**
  66242. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66243. * @param x value to subtract
  66244. * @param y value to subtract
  66245. * @param z value to subtract
  66246. * @param w value to subtract
  66247. * @returns new vector containing the result
  66248. */
  66249. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66250. /**
  66251. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66252. * @param x value to subtract
  66253. * @param y value to subtract
  66254. * @param z value to subtract
  66255. * @param w value to subtract
  66256. * @param result the vector to store the result in
  66257. * @returns the current Vector4.
  66258. */
  66259. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66260. /**
  66261. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66262. * @returns a new vector with the negated values
  66263. */
  66264. negate(): Vector4;
  66265. /**
  66266. * Multiplies the current Vector4 coordinates by scale (float).
  66267. * @param scale the number to scale with
  66268. * @returns the updated Vector4.
  66269. */
  66270. scaleInPlace(scale: number): Vector4;
  66271. /**
  66272. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66273. * @param scale the number to scale with
  66274. * @returns a new vector with the result
  66275. */
  66276. scale(scale: number): Vector4;
  66277. /**
  66278. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66279. * @param scale the number to scale with
  66280. * @param result a vector to store the result in
  66281. * @returns the current Vector4.
  66282. */
  66283. scaleToRef(scale: number, result: Vector4): Vector4;
  66284. /**
  66285. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66286. * @param scale defines the scale factor
  66287. * @param result defines the Vector4 object where to store the result
  66288. * @returns the unmodified current Vector4
  66289. */
  66290. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66291. /**
  66292. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66293. * @param otherVector the vector to compare against
  66294. * @returns true if they are equal
  66295. */
  66296. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66297. /**
  66298. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66299. * @param otherVector vector to compare against
  66300. * @param epsilon (Default: very small number)
  66301. * @returns true if they are equal
  66302. */
  66303. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66304. /**
  66305. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66306. * @param x x value to compare against
  66307. * @param y y value to compare against
  66308. * @param z z value to compare against
  66309. * @param w w value to compare against
  66310. * @returns true if equal
  66311. */
  66312. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66313. /**
  66314. * Multiplies in place the current Vector4 by the given one.
  66315. * @param otherVector vector to multiple with
  66316. * @returns the updated Vector4.
  66317. */
  66318. multiplyInPlace(otherVector: Vector4): Vector4;
  66319. /**
  66320. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66321. * @param otherVector vector to multiple with
  66322. * @returns resulting new vector
  66323. */
  66324. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66325. /**
  66326. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66327. * @param otherVector vector to multiple with
  66328. * @param result vector to store the result
  66329. * @returns the current Vector4.
  66330. */
  66331. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66332. /**
  66333. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66334. * @param x x value multiply with
  66335. * @param y y value multiply with
  66336. * @param z z value multiply with
  66337. * @param w w value multiply with
  66338. * @returns resulting new vector
  66339. */
  66340. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66341. /**
  66342. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66343. * @param otherVector vector to devide with
  66344. * @returns resulting new vector
  66345. */
  66346. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66347. /**
  66348. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66349. * @param otherVector vector to devide with
  66350. * @param result vector to store the result
  66351. * @returns the current Vector4.
  66352. */
  66353. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66354. /**
  66355. * Divides the current Vector3 coordinates by the given ones.
  66356. * @param otherVector vector to devide with
  66357. * @returns the updated Vector3.
  66358. */
  66359. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66360. /**
  66361. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66362. * @param other defines the second operand
  66363. * @returns the current updated Vector4
  66364. */
  66365. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66366. /**
  66367. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66368. * @param other defines the second operand
  66369. * @returns the current updated Vector4
  66370. */
  66371. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66372. /**
  66373. * Gets a new Vector4 from current Vector4 floored values
  66374. * @returns a new Vector4
  66375. */
  66376. floor(): Vector4;
  66377. /**
  66378. * Gets a new Vector4 from current Vector3 floored values
  66379. * @returns a new Vector4
  66380. */
  66381. fract(): Vector4;
  66382. /**
  66383. * Returns the Vector4 length (float).
  66384. * @returns the length
  66385. */
  66386. length(): number;
  66387. /**
  66388. * Returns the Vector4 squared length (float).
  66389. * @returns the length squared
  66390. */
  66391. lengthSquared(): number;
  66392. /**
  66393. * Normalizes in place the Vector4.
  66394. * @returns the updated Vector4.
  66395. */
  66396. normalize(): Vector4;
  66397. /**
  66398. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66399. * @returns this converted to a new vector3
  66400. */
  66401. toVector3(): Vector3;
  66402. /**
  66403. * Returns a new Vector4 copied from the current one.
  66404. * @returns the new cloned vector
  66405. */
  66406. clone(): Vector4;
  66407. /**
  66408. * Updates the current Vector4 with the given one coordinates.
  66409. * @param source the source vector to copy from
  66410. * @returns the updated Vector4.
  66411. */
  66412. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66413. /**
  66414. * Updates the current Vector4 coordinates with the given floats.
  66415. * @param x float to copy from
  66416. * @param y float to copy from
  66417. * @param z float to copy from
  66418. * @param w float to copy from
  66419. * @returns the updated Vector4.
  66420. */
  66421. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66422. /**
  66423. * Updates the current Vector4 coordinates with the given floats.
  66424. * @param x float to set from
  66425. * @param y float to set from
  66426. * @param z float to set from
  66427. * @param w float to set from
  66428. * @returns the updated Vector4.
  66429. */
  66430. set(x: number, y: number, z: number, w: number): Vector4;
  66431. /**
  66432. * Copies the given float to the current Vector3 coordinates
  66433. * @param v defines the x, y, z and w coordinates of the operand
  66434. * @returns the current updated Vector3
  66435. */
  66436. setAll(v: number): Vector4;
  66437. /**
  66438. * Returns a new Vector4 set from the starting index of the given array.
  66439. * @param array the array to pull values from
  66440. * @param offset the offset into the array to start at
  66441. * @returns the new vector
  66442. */
  66443. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66444. /**
  66445. * Updates the given vector "result" from the starting index of the given array.
  66446. * @param array the array to pull values from
  66447. * @param offset the offset into the array to start at
  66448. * @param result the vector to store the result in
  66449. */
  66450. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66451. /**
  66452. * Updates the given vector "result" from the starting index of the given Float32Array.
  66453. * @param array the array to pull values from
  66454. * @param offset the offset into the array to start at
  66455. * @param result the vector to store the result in
  66456. */
  66457. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66458. /**
  66459. * Updates the given vector "result" coordinates from the given floats.
  66460. * @param x float to set from
  66461. * @param y float to set from
  66462. * @param z float to set from
  66463. * @param w float to set from
  66464. * @param result the vector to the floats in
  66465. */
  66466. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66467. /**
  66468. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66469. * @returns the new vector
  66470. */
  66471. static Zero(): Vector4;
  66472. /**
  66473. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66474. * @returns the new vector
  66475. */
  66476. static One(): Vector4;
  66477. /**
  66478. * Returns a new normalized Vector4 from the given one.
  66479. * @param vector the vector to normalize
  66480. * @returns the vector
  66481. */
  66482. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66483. /**
  66484. * Updates the given vector "result" from the normalization of the given one.
  66485. * @param vector the vector to normalize
  66486. * @param result the vector to store the result in
  66487. */
  66488. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66489. /**
  66490. * Returns a vector with the minimum values from the left and right vectors
  66491. * @param left left vector to minimize
  66492. * @param right right vector to minimize
  66493. * @returns a new vector with the minimum of the left and right vector values
  66494. */
  66495. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66496. /**
  66497. * Returns a vector with the maximum values from the left and right vectors
  66498. * @param left left vector to maximize
  66499. * @param right right vector to maximize
  66500. * @returns a new vector with the maximum of the left and right vector values
  66501. */
  66502. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66503. /**
  66504. * Returns the distance (float) between the vectors "value1" and "value2".
  66505. * @param value1 value to calulate the distance between
  66506. * @param value2 value to calulate the distance between
  66507. * @return the distance between the two vectors
  66508. */
  66509. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66510. /**
  66511. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66512. * @param value1 value to calulate the distance between
  66513. * @param value2 value to calulate the distance between
  66514. * @return the distance between the two vectors squared
  66515. */
  66516. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66517. /**
  66518. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66519. * @param value1 value to calulate the center between
  66520. * @param value2 value to calulate the center between
  66521. * @return the center between the two vectors
  66522. */
  66523. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66524. /**
  66525. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66526. * This methods computes transformed normalized direction vectors only.
  66527. * @param vector the vector to transform
  66528. * @param transformation the transformation matrix to apply
  66529. * @returns the new vector
  66530. */
  66531. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66532. /**
  66533. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66534. * This methods computes transformed normalized direction vectors only.
  66535. * @param vector the vector to transform
  66536. * @param transformation the transformation matrix to apply
  66537. * @param result the vector to store the result in
  66538. */
  66539. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66540. /**
  66541. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66542. * This methods computes transformed normalized direction vectors only.
  66543. * @param x value to transform
  66544. * @param y value to transform
  66545. * @param z value to transform
  66546. * @param w value to transform
  66547. * @param transformation the transformation matrix to apply
  66548. * @param result the vector to store the results in
  66549. */
  66550. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66551. /**
  66552. * Creates a new Vector4 from a Vector3
  66553. * @param source defines the source data
  66554. * @param w defines the 4th component (default is 0)
  66555. * @returns a new Vector4
  66556. */
  66557. static FromVector3(source: Vector3, w?: number): Vector4;
  66558. }
  66559. /**
  66560. * Class used to store quaternion data
  66561. * @see https://en.wikipedia.org/wiki/Quaternion
  66562. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66563. */
  66564. export class Quaternion {
  66565. /** defines the first component (0 by default) */
  66566. x: number;
  66567. /** defines the second component (0 by default) */
  66568. y: number;
  66569. /** defines the third component (0 by default) */
  66570. z: number;
  66571. /** defines the fourth component (1.0 by default) */
  66572. w: number;
  66573. /**
  66574. * Creates a new Quaternion from the given floats
  66575. * @param x defines the first component (0 by default)
  66576. * @param y defines the second component (0 by default)
  66577. * @param z defines the third component (0 by default)
  66578. * @param w defines the fourth component (1.0 by default)
  66579. */
  66580. constructor(
  66581. /** defines the first component (0 by default) */
  66582. x?: number,
  66583. /** defines the second component (0 by default) */
  66584. y?: number,
  66585. /** defines the third component (0 by default) */
  66586. z?: number,
  66587. /** defines the fourth component (1.0 by default) */
  66588. w?: number);
  66589. /**
  66590. * Gets a string representation for the current quaternion
  66591. * @returns a string with the Quaternion coordinates
  66592. */
  66593. toString(): string;
  66594. /**
  66595. * Gets the class name of the quaternion
  66596. * @returns the string "Quaternion"
  66597. */
  66598. getClassName(): string;
  66599. /**
  66600. * Gets a hash code for this quaternion
  66601. * @returns the quaternion hash code
  66602. */
  66603. getHashCode(): number;
  66604. /**
  66605. * Copy the quaternion to an array
  66606. * @returns a new array populated with 4 elements from the quaternion coordinates
  66607. */
  66608. asArray(): number[];
  66609. /**
  66610. * Check if two quaternions are equals
  66611. * @param otherQuaternion defines the second operand
  66612. * @return true if the current quaternion and the given one coordinates are strictly equals
  66613. */
  66614. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66615. /**
  66616. * Clone the current quaternion
  66617. * @returns a new quaternion copied from the current one
  66618. */
  66619. clone(): Quaternion;
  66620. /**
  66621. * Copy a quaternion to the current one
  66622. * @param other defines the other quaternion
  66623. * @returns the updated current quaternion
  66624. */
  66625. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66626. /**
  66627. * Updates the current quaternion with the given float coordinates
  66628. * @param x defines the x coordinate
  66629. * @param y defines the y coordinate
  66630. * @param z defines the z coordinate
  66631. * @param w defines the w coordinate
  66632. * @returns the updated current quaternion
  66633. */
  66634. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66635. /**
  66636. * Updates the current quaternion from the given float coordinates
  66637. * @param x defines the x coordinate
  66638. * @param y defines the y coordinate
  66639. * @param z defines the z coordinate
  66640. * @param w defines the w coordinate
  66641. * @returns the updated current quaternion
  66642. */
  66643. set(x: number, y: number, z: number, w: number): Quaternion;
  66644. /**
  66645. * Adds two quaternions
  66646. * @param other defines the second operand
  66647. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66648. */
  66649. add(other: DeepImmutable<Quaternion>): Quaternion;
  66650. /**
  66651. * Add a quaternion to the current one
  66652. * @param other defines the quaternion to add
  66653. * @returns the current quaternion
  66654. */
  66655. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66656. /**
  66657. * Subtract two quaternions
  66658. * @param other defines the second operand
  66659. * @returns a new quaternion as the subtraction result of the given one from the current one
  66660. */
  66661. subtract(other: Quaternion): Quaternion;
  66662. /**
  66663. * Multiplies the current quaternion by a scale factor
  66664. * @param value defines the scale factor
  66665. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66666. */
  66667. scale(value: number): Quaternion;
  66668. /**
  66669. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66670. * @param scale defines the scale factor
  66671. * @param result defines the Quaternion object where to store the result
  66672. * @returns the unmodified current quaternion
  66673. */
  66674. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66675. /**
  66676. * Multiplies in place the current quaternion by a scale factor
  66677. * @param value defines the scale factor
  66678. * @returns the current modified quaternion
  66679. */
  66680. scaleInPlace(value: number): Quaternion;
  66681. /**
  66682. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66683. * @param scale defines the scale factor
  66684. * @param result defines the Quaternion object where to store the result
  66685. * @returns the unmodified current quaternion
  66686. */
  66687. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66688. /**
  66689. * Multiplies two quaternions
  66690. * @param q1 defines the second operand
  66691. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66692. */
  66693. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66694. /**
  66695. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66696. * @param q1 defines the second operand
  66697. * @param result defines the target quaternion
  66698. * @returns the current quaternion
  66699. */
  66700. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66701. /**
  66702. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66703. * @param q1 defines the second operand
  66704. * @returns the currentupdated quaternion
  66705. */
  66706. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66707. /**
  66708. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66709. * @param ref defines the target quaternion
  66710. * @returns the current quaternion
  66711. */
  66712. conjugateToRef(ref: Quaternion): Quaternion;
  66713. /**
  66714. * Conjugates in place (1-q) the current quaternion
  66715. * @returns the current updated quaternion
  66716. */
  66717. conjugateInPlace(): Quaternion;
  66718. /**
  66719. * Conjugates in place (1-q) the current quaternion
  66720. * @returns a new quaternion
  66721. */
  66722. conjugate(): Quaternion;
  66723. /**
  66724. * Gets length of current quaternion
  66725. * @returns the quaternion length (float)
  66726. */
  66727. length(): number;
  66728. /**
  66729. * Normalize in place the current quaternion
  66730. * @returns the current updated quaternion
  66731. */
  66732. normalize(): Quaternion;
  66733. /**
  66734. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66735. * @param order is a reserved parameter and is ignore for now
  66736. * @returns a new Vector3 containing the Euler angles
  66737. */
  66738. toEulerAngles(order?: string): Vector3;
  66739. /**
  66740. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66741. * @param result defines the vector which will be filled with the Euler angles
  66742. * @param order is a reserved parameter and is ignore for now
  66743. * @returns the current unchanged quaternion
  66744. */
  66745. toEulerAnglesToRef(result: Vector3): Quaternion;
  66746. /**
  66747. * Updates the given rotation matrix with the current quaternion values
  66748. * @param result defines the target matrix
  66749. * @returns the current unchanged quaternion
  66750. */
  66751. toRotationMatrix(result: Matrix): Quaternion;
  66752. /**
  66753. * Updates the current quaternion from the given rotation matrix values
  66754. * @param matrix defines the source matrix
  66755. * @returns the current updated quaternion
  66756. */
  66757. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66758. /**
  66759. * Creates a new quaternion from a rotation matrix
  66760. * @param matrix defines the source matrix
  66761. * @returns a new quaternion created from the given rotation matrix values
  66762. */
  66763. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66764. /**
  66765. * Updates the given quaternion with the given rotation matrix values
  66766. * @param matrix defines the source matrix
  66767. * @param result defines the target quaternion
  66768. */
  66769. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  66770. /**
  66771. * Returns the dot product (float) between the quaternions "left" and "right"
  66772. * @param left defines the left operand
  66773. * @param right defines the right operand
  66774. * @returns the dot product
  66775. */
  66776. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  66777. /**
  66778. * Checks if the two quaternions are close to each other
  66779. * @param quat0 defines the first quaternion to check
  66780. * @param quat1 defines the second quaternion to check
  66781. * @returns true if the two quaternions are close to each other
  66782. */
  66783. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  66784. /**
  66785. * Creates an empty quaternion
  66786. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  66787. */
  66788. static Zero(): Quaternion;
  66789. /**
  66790. * Inverse a given quaternion
  66791. * @param q defines the source quaternion
  66792. * @returns a new quaternion as the inverted current quaternion
  66793. */
  66794. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  66795. /**
  66796. * Inverse a given quaternion
  66797. * @param q defines the source quaternion
  66798. * @param result the quaternion the result will be stored in
  66799. * @returns the result quaternion
  66800. */
  66801. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  66802. /**
  66803. * Creates an identity quaternion
  66804. * @returns the identity quaternion
  66805. */
  66806. static Identity(): Quaternion;
  66807. /**
  66808. * Gets a boolean indicating if the given quaternion is identity
  66809. * @param quaternion defines the quaternion to check
  66810. * @returns true if the quaternion is identity
  66811. */
  66812. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  66813. /**
  66814. * Creates a quaternion from a rotation around an axis
  66815. * @param axis defines the axis to use
  66816. * @param angle defines the angle to use
  66817. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  66818. */
  66819. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  66820. /**
  66821. * Creates a rotation around an axis and stores it into the given quaternion
  66822. * @param axis defines the axis to use
  66823. * @param angle defines the angle to use
  66824. * @param result defines the target quaternion
  66825. * @returns the target quaternion
  66826. */
  66827. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  66828. /**
  66829. * Creates a new quaternion from data stored into an array
  66830. * @param array defines the data source
  66831. * @param offset defines the offset in the source array where the data starts
  66832. * @returns a new quaternion
  66833. */
  66834. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  66835. /**
  66836. * Create a quaternion from Euler rotation angles
  66837. * @param x Pitch
  66838. * @param y Yaw
  66839. * @param z Roll
  66840. * @returns the new Quaternion
  66841. */
  66842. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  66843. /**
  66844. * Updates a quaternion from Euler rotation angles
  66845. * @param x Pitch
  66846. * @param y Yaw
  66847. * @param z Roll
  66848. * @param result the quaternion to store the result
  66849. * @returns the updated quaternion
  66850. */
  66851. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  66852. /**
  66853. * Create a quaternion from Euler rotation vector
  66854. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66855. * @returns the new Quaternion
  66856. */
  66857. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  66858. /**
  66859. * Updates a quaternion from Euler rotation vector
  66860. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66861. * @param result the quaternion to store the result
  66862. * @returns the updated quaternion
  66863. */
  66864. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  66865. /**
  66866. * Creates a new quaternion from the given Euler float angles (y, x, z)
  66867. * @param yaw defines the rotation around Y axis
  66868. * @param pitch defines the rotation around X axis
  66869. * @param roll defines the rotation around Z axis
  66870. * @returns the new quaternion
  66871. */
  66872. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  66873. /**
  66874. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  66875. * @param yaw defines the rotation around Y axis
  66876. * @param pitch defines the rotation around X axis
  66877. * @param roll defines the rotation around Z axis
  66878. * @param result defines the target quaternion
  66879. */
  66880. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  66881. /**
  66882. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  66883. * @param alpha defines the rotation around first axis
  66884. * @param beta defines the rotation around second axis
  66885. * @param gamma defines the rotation around third axis
  66886. * @returns the new quaternion
  66887. */
  66888. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  66889. /**
  66890. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  66891. * @param alpha defines the rotation around first axis
  66892. * @param beta defines the rotation around second axis
  66893. * @param gamma defines the rotation around third axis
  66894. * @param result defines the target quaternion
  66895. */
  66896. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  66897. /**
  66898. * 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)
  66899. * @param axis1 defines the first axis
  66900. * @param axis2 defines the second axis
  66901. * @param axis3 defines the third axis
  66902. * @returns the new quaternion
  66903. */
  66904. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  66905. /**
  66906. * 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
  66907. * @param axis1 defines the first axis
  66908. * @param axis2 defines the second axis
  66909. * @param axis3 defines the third axis
  66910. * @param ref defines the target quaternion
  66911. */
  66912. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  66913. /**
  66914. * Interpolates between two quaternions
  66915. * @param left defines first quaternion
  66916. * @param right defines second quaternion
  66917. * @param amount defines the gradient to use
  66918. * @returns the new interpolated quaternion
  66919. */
  66920. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66921. /**
  66922. * Interpolates between two quaternions and stores it into a target quaternion
  66923. * @param left defines first quaternion
  66924. * @param right defines second quaternion
  66925. * @param amount defines the gradient to use
  66926. * @param result defines the target quaternion
  66927. */
  66928. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  66929. /**
  66930. * Interpolate between two quaternions using Hermite interpolation
  66931. * @param value1 defines first quaternion
  66932. * @param tangent1 defines the incoming tangent
  66933. * @param value2 defines second quaternion
  66934. * @param tangent2 defines the outgoing tangent
  66935. * @param amount defines the target quaternion
  66936. * @returns the new interpolated quaternion
  66937. */
  66938. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66939. }
  66940. /**
  66941. * Class used to store matrix data (4x4)
  66942. */
  66943. export class Matrix {
  66944. private static _updateFlagSeed;
  66945. private static _identityReadOnly;
  66946. private _isIdentity;
  66947. private _isIdentityDirty;
  66948. private _isIdentity3x2;
  66949. private _isIdentity3x2Dirty;
  66950. /**
  66951. * Gets the update flag of the matrix which is an unique number for the matrix.
  66952. * It will be incremented every time the matrix data change.
  66953. * You can use it to speed the comparison between two versions of the same matrix.
  66954. */
  66955. updateFlag: number;
  66956. private readonly _m;
  66957. /**
  66958. * Gets the internal data of the matrix
  66959. */
  66960. readonly m: DeepImmutable<Float32Array>;
  66961. /** @hidden */
  66962. _markAsUpdated(): void;
  66963. /** @hidden */
  66964. private _updateIdentityStatus;
  66965. /**
  66966. * Creates an empty matrix (filled with zeros)
  66967. */
  66968. constructor();
  66969. /**
  66970. * Check if the current matrix is identity
  66971. * @returns true is the matrix is the identity matrix
  66972. */
  66973. isIdentity(): boolean;
  66974. /**
  66975. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  66976. * @returns true is the matrix is the identity matrix
  66977. */
  66978. isIdentityAs3x2(): boolean;
  66979. /**
  66980. * Gets the determinant of the matrix
  66981. * @returns the matrix determinant
  66982. */
  66983. determinant(): number;
  66984. /**
  66985. * Returns the matrix as a Float32Array
  66986. * @returns the matrix underlying array
  66987. */
  66988. toArray(): DeepImmutable<Float32Array>;
  66989. /**
  66990. * Returns the matrix as a Float32Array
  66991. * @returns the matrix underlying array.
  66992. */
  66993. asArray(): DeepImmutable<Float32Array>;
  66994. /**
  66995. * Inverts the current matrix in place
  66996. * @returns the current inverted matrix
  66997. */
  66998. invert(): Matrix;
  66999. /**
  67000. * Sets all the matrix elements to zero
  67001. * @returns the current matrix
  67002. */
  67003. reset(): Matrix;
  67004. /**
  67005. * Adds the current matrix with a second one
  67006. * @param other defines the matrix to add
  67007. * @returns a new matrix as the addition of the current matrix and the given one
  67008. */
  67009. add(other: DeepImmutable<Matrix>): Matrix;
  67010. /**
  67011. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67012. * @param other defines the matrix to add
  67013. * @param result defines the target matrix
  67014. * @returns the current matrix
  67015. */
  67016. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67017. /**
  67018. * Adds in place the given matrix to the current matrix
  67019. * @param other defines the second operand
  67020. * @returns the current updated matrix
  67021. */
  67022. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67023. /**
  67024. * Sets the given matrix to the current inverted Matrix
  67025. * @param other defines the target matrix
  67026. * @returns the unmodified current matrix
  67027. */
  67028. invertToRef(other: Matrix): Matrix;
  67029. /**
  67030. * add a value at the specified position in the current Matrix
  67031. * @param index the index of the value within the matrix. between 0 and 15.
  67032. * @param value the value to be added
  67033. * @returns the current updated matrix
  67034. */
  67035. addAtIndex(index: number, value: number): Matrix;
  67036. /**
  67037. * mutiply the specified position in the current Matrix by a value
  67038. * @param index the index of the value within the matrix. between 0 and 15.
  67039. * @param value the value to be added
  67040. * @returns the current updated matrix
  67041. */
  67042. multiplyAtIndex(index: number, value: number): Matrix;
  67043. /**
  67044. * Inserts the translation vector (using 3 floats) in the current matrix
  67045. * @param x defines the 1st component of the translation
  67046. * @param y defines the 2nd component of the translation
  67047. * @param z defines the 3rd component of the translation
  67048. * @returns the current updated matrix
  67049. */
  67050. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67051. /**
  67052. * Adds the translation vector (using 3 floats) in the current matrix
  67053. * @param x defines the 1st component of the translation
  67054. * @param y defines the 2nd component of the translation
  67055. * @param z defines the 3rd component of the translation
  67056. * @returns the current updated matrix
  67057. */
  67058. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67059. /**
  67060. * Inserts the translation vector in the current matrix
  67061. * @param vector3 defines the translation to insert
  67062. * @returns the current updated matrix
  67063. */
  67064. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67065. /**
  67066. * Gets the translation value of the current matrix
  67067. * @returns a new Vector3 as the extracted translation from the matrix
  67068. */
  67069. getTranslation(): Vector3;
  67070. /**
  67071. * Fill a Vector3 with the extracted translation from the matrix
  67072. * @param result defines the Vector3 where to store the translation
  67073. * @returns the current matrix
  67074. */
  67075. getTranslationToRef(result: Vector3): Matrix;
  67076. /**
  67077. * Remove rotation and scaling part from the matrix
  67078. * @returns the updated matrix
  67079. */
  67080. removeRotationAndScaling(): Matrix;
  67081. /**
  67082. * Multiply two matrices
  67083. * @param other defines the second operand
  67084. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67085. */
  67086. multiply(other: DeepImmutable<Matrix>): Matrix;
  67087. /**
  67088. * Copy the current matrix from the given one
  67089. * @param other defines the source matrix
  67090. * @returns the current updated matrix
  67091. */
  67092. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67093. /**
  67094. * Populates the given array from the starting index with the current matrix values
  67095. * @param array defines the target array
  67096. * @param offset defines the offset in the target array where to start storing values
  67097. * @returns the current matrix
  67098. */
  67099. copyToArray(array: Float32Array, offset?: number): Matrix;
  67100. /**
  67101. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67102. * @param other defines the second operand
  67103. * @param result defines the matrix where to store the multiplication
  67104. * @returns the current matrix
  67105. */
  67106. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67107. /**
  67108. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67109. * @param other defines the second operand
  67110. * @param result defines the array where to store the multiplication
  67111. * @param offset defines the offset in the target array where to start storing values
  67112. * @returns the current matrix
  67113. */
  67114. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67115. /**
  67116. * Check equality between this matrix and a second one
  67117. * @param value defines the second matrix to compare
  67118. * @returns true is the current matrix and the given one values are strictly equal
  67119. */
  67120. equals(value: DeepImmutable<Matrix>): boolean;
  67121. /**
  67122. * Clone the current matrix
  67123. * @returns a new matrix from the current matrix
  67124. */
  67125. clone(): Matrix;
  67126. /**
  67127. * Returns the name of the current matrix class
  67128. * @returns the string "Matrix"
  67129. */
  67130. getClassName(): string;
  67131. /**
  67132. * Gets the hash code of the current matrix
  67133. * @returns the hash code
  67134. */
  67135. getHashCode(): number;
  67136. /**
  67137. * Decomposes the current Matrix into a translation, rotation and scaling components
  67138. * @param scale defines the scale vector3 given as a reference to update
  67139. * @param rotation defines the rotation quaternion given as a reference to update
  67140. * @param translation defines the translation vector3 given as a reference to update
  67141. * @returns true if operation was successful
  67142. */
  67143. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67144. /**
  67145. * Gets specific row of the matrix
  67146. * @param index defines the number of the row to get
  67147. * @returns the index-th row of the current matrix as a new Vector4
  67148. */
  67149. getRow(index: number): Nullable<Vector4>;
  67150. /**
  67151. * Sets the index-th row of the current matrix to the vector4 values
  67152. * @param index defines the number of the row to set
  67153. * @param row defines the target vector4
  67154. * @returns the updated current matrix
  67155. */
  67156. setRow(index: number, row: Vector4): Matrix;
  67157. /**
  67158. * Compute the transpose of the matrix
  67159. * @returns the new transposed matrix
  67160. */
  67161. transpose(): Matrix;
  67162. /**
  67163. * Compute the transpose of the matrix and store it in a given matrix
  67164. * @param result defines the target matrix
  67165. * @returns the current matrix
  67166. */
  67167. transposeToRef(result: Matrix): Matrix;
  67168. /**
  67169. * Sets the index-th row of the current matrix with the given 4 x float values
  67170. * @param index defines the row index
  67171. * @param x defines the x component to set
  67172. * @param y defines the y component to set
  67173. * @param z defines the z component to set
  67174. * @param w defines the w component to set
  67175. * @returns the updated current matrix
  67176. */
  67177. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67178. /**
  67179. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67180. * @param scale defines the scale factor
  67181. * @returns a new matrix
  67182. */
  67183. scale(scale: number): Matrix;
  67184. /**
  67185. * Scale the current matrix values by a factor to a given result matrix
  67186. * @param scale defines the scale factor
  67187. * @param result defines the matrix to store the result
  67188. * @returns the current matrix
  67189. */
  67190. scaleToRef(scale: number, result: Matrix): Matrix;
  67191. /**
  67192. * Scale the current matrix values by a factor and add the result to a given matrix
  67193. * @param scale defines the scale factor
  67194. * @param result defines the Matrix to store the result
  67195. * @returns the current matrix
  67196. */
  67197. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67198. /**
  67199. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67200. * @param ref matrix to store the result
  67201. */
  67202. toNormalMatrix(ref: Matrix): void;
  67203. /**
  67204. * Gets only rotation part of the current matrix
  67205. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67206. */
  67207. getRotationMatrix(): Matrix;
  67208. /**
  67209. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67210. * @param result defines the target matrix to store data to
  67211. * @returns the current matrix
  67212. */
  67213. getRotationMatrixToRef(result: Matrix): Matrix;
  67214. /**
  67215. * Toggles model matrix from being right handed to left handed in place and vice versa
  67216. */
  67217. toggleModelMatrixHandInPlace(): void;
  67218. /**
  67219. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67220. */
  67221. toggleProjectionMatrixHandInPlace(): void;
  67222. /**
  67223. * Creates a matrix from an array
  67224. * @param array defines the source array
  67225. * @param offset defines an offset in the source array
  67226. * @returns a new Matrix set from the starting index of the given array
  67227. */
  67228. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67229. /**
  67230. * Copy the content of an array into a given matrix
  67231. * @param array defines the source array
  67232. * @param offset defines an offset in the source array
  67233. * @param result defines the target matrix
  67234. */
  67235. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67236. /**
  67237. * Stores an array into a matrix after having multiplied each component by a given factor
  67238. * @param array defines the source array
  67239. * @param offset defines the offset in the source array
  67240. * @param scale defines the scaling factor
  67241. * @param result defines the target matrix
  67242. */
  67243. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67244. /**
  67245. * Gets an identity matrix that must not be updated
  67246. */
  67247. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67248. /**
  67249. * Stores a list of values (16) inside a given matrix
  67250. * @param initialM11 defines 1st value of 1st row
  67251. * @param initialM12 defines 2nd value of 1st row
  67252. * @param initialM13 defines 3rd value of 1st row
  67253. * @param initialM14 defines 4th value of 1st row
  67254. * @param initialM21 defines 1st value of 2nd row
  67255. * @param initialM22 defines 2nd value of 2nd row
  67256. * @param initialM23 defines 3rd value of 2nd row
  67257. * @param initialM24 defines 4th value of 2nd row
  67258. * @param initialM31 defines 1st value of 3rd row
  67259. * @param initialM32 defines 2nd value of 3rd row
  67260. * @param initialM33 defines 3rd value of 3rd row
  67261. * @param initialM34 defines 4th value of 3rd row
  67262. * @param initialM41 defines 1st value of 4th row
  67263. * @param initialM42 defines 2nd value of 4th row
  67264. * @param initialM43 defines 3rd value of 4th row
  67265. * @param initialM44 defines 4th value of 4th row
  67266. * @param result defines the target matrix
  67267. */
  67268. 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;
  67269. /**
  67270. * Creates new matrix from a list of values (16)
  67271. * @param initialM11 defines 1st value of 1st row
  67272. * @param initialM12 defines 2nd value of 1st row
  67273. * @param initialM13 defines 3rd value of 1st row
  67274. * @param initialM14 defines 4th value of 1st row
  67275. * @param initialM21 defines 1st value of 2nd row
  67276. * @param initialM22 defines 2nd value of 2nd row
  67277. * @param initialM23 defines 3rd value of 2nd row
  67278. * @param initialM24 defines 4th value of 2nd row
  67279. * @param initialM31 defines 1st value of 3rd row
  67280. * @param initialM32 defines 2nd value of 3rd row
  67281. * @param initialM33 defines 3rd value of 3rd row
  67282. * @param initialM34 defines 4th value of 3rd row
  67283. * @param initialM41 defines 1st value of 4th row
  67284. * @param initialM42 defines 2nd value of 4th row
  67285. * @param initialM43 defines 3rd value of 4th row
  67286. * @param initialM44 defines 4th value of 4th row
  67287. * @returns the new matrix
  67288. */
  67289. 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;
  67290. /**
  67291. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67292. * @param scale defines the scale vector3
  67293. * @param rotation defines the rotation quaternion
  67294. * @param translation defines the translation vector3
  67295. * @returns a new matrix
  67296. */
  67297. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67298. /**
  67299. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67300. * @param scale defines the scale vector3
  67301. * @param rotation defines the rotation quaternion
  67302. * @param translation defines the translation vector3
  67303. * @param result defines the target matrix
  67304. */
  67305. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67306. /**
  67307. * Creates a new identity matrix
  67308. * @returns a new identity matrix
  67309. */
  67310. static Identity(): Matrix;
  67311. /**
  67312. * Creates a new identity matrix and stores the result in a given matrix
  67313. * @param result defines the target matrix
  67314. */
  67315. static IdentityToRef(result: Matrix): void;
  67316. /**
  67317. * Creates a new zero matrix
  67318. * @returns a new zero matrix
  67319. */
  67320. static Zero(): Matrix;
  67321. /**
  67322. * Creates a new rotation matrix for "angle" radians around the X axis
  67323. * @param angle defines the angle (in radians) to use
  67324. * @return the new matrix
  67325. */
  67326. static RotationX(angle: number): Matrix;
  67327. /**
  67328. * Creates a new matrix as the invert of a given matrix
  67329. * @param source defines the source matrix
  67330. * @returns the new matrix
  67331. */
  67332. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67333. /**
  67334. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67335. * @param angle defines the angle (in radians) to use
  67336. * @param result defines the target matrix
  67337. */
  67338. static RotationXToRef(angle: number, result: Matrix): void;
  67339. /**
  67340. * Creates a new rotation matrix for "angle" radians around the Y axis
  67341. * @param angle defines the angle (in radians) to use
  67342. * @return the new matrix
  67343. */
  67344. static RotationY(angle: number): Matrix;
  67345. /**
  67346. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67347. * @param angle defines the angle (in radians) to use
  67348. * @param result defines the target matrix
  67349. */
  67350. static RotationYToRef(angle: number, result: Matrix): void;
  67351. /**
  67352. * Creates a new rotation matrix for "angle" radians around the Z axis
  67353. * @param angle defines the angle (in radians) to use
  67354. * @return the new matrix
  67355. */
  67356. static RotationZ(angle: number): Matrix;
  67357. /**
  67358. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67359. * @param angle defines the angle (in radians) to use
  67360. * @param result defines the target matrix
  67361. */
  67362. static RotationZToRef(angle: number, result: Matrix): void;
  67363. /**
  67364. * Creates a new rotation matrix for "angle" radians around the given axis
  67365. * @param axis defines the axis to use
  67366. * @param angle defines the angle (in radians) to use
  67367. * @return the new matrix
  67368. */
  67369. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67370. /**
  67371. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67372. * @param axis defines the axis to use
  67373. * @param angle defines the angle (in radians) to use
  67374. * @param result defines the target matrix
  67375. */
  67376. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67377. /**
  67378. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67379. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67380. * @param from defines the vector to align
  67381. * @param to defines the vector to align to
  67382. * @param result defines the target matrix
  67383. */
  67384. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67385. /**
  67386. * Creates a rotation matrix
  67387. * @param yaw defines the yaw angle in radians (Y axis)
  67388. * @param pitch defines the pitch angle in radians (X axis)
  67389. * @param roll defines the roll angle in radians (X axis)
  67390. * @returns the new rotation matrix
  67391. */
  67392. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67393. /**
  67394. * Creates a rotation matrix and stores it in a given matrix
  67395. * @param yaw defines the yaw angle in radians (Y axis)
  67396. * @param pitch defines the pitch angle in radians (X axis)
  67397. * @param roll defines the roll angle in radians (X axis)
  67398. * @param result defines the target matrix
  67399. */
  67400. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67401. /**
  67402. * Creates a scaling matrix
  67403. * @param x defines the scale factor on X axis
  67404. * @param y defines the scale factor on Y axis
  67405. * @param z defines the scale factor on Z axis
  67406. * @returns the new matrix
  67407. */
  67408. static Scaling(x: number, y: number, z: number): Matrix;
  67409. /**
  67410. * Creates a scaling matrix and stores it in a given matrix
  67411. * @param x defines the scale factor on X axis
  67412. * @param y defines the scale factor on Y axis
  67413. * @param z defines the scale factor on Z axis
  67414. * @param result defines the target matrix
  67415. */
  67416. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67417. /**
  67418. * Creates a translation matrix
  67419. * @param x defines the translation on X axis
  67420. * @param y defines the translation on Y axis
  67421. * @param z defines the translationon Z axis
  67422. * @returns the new matrix
  67423. */
  67424. static Translation(x: number, y: number, z: number): Matrix;
  67425. /**
  67426. * Creates a translation matrix and stores it in a given matrix
  67427. * @param x defines the translation on X axis
  67428. * @param y defines the translation on Y axis
  67429. * @param z defines the translationon Z axis
  67430. * @param result defines the target matrix
  67431. */
  67432. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67433. /**
  67434. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67435. * @param startValue defines the start value
  67436. * @param endValue defines the end value
  67437. * @param gradient defines the gradient factor
  67438. * @returns the new matrix
  67439. */
  67440. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67441. /**
  67442. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67443. * @param startValue defines the start value
  67444. * @param endValue defines the end value
  67445. * @param gradient defines the gradient factor
  67446. * @param result defines the Matrix object where to store data
  67447. */
  67448. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67449. /**
  67450. * Builds a new matrix whose values are computed by:
  67451. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67452. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67453. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67454. * @param startValue defines the first matrix
  67455. * @param endValue defines the second matrix
  67456. * @param gradient defines the gradient between the two matrices
  67457. * @returns the new matrix
  67458. */
  67459. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67460. /**
  67461. * Update a matrix to values which are computed by:
  67462. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67463. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67464. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67465. * @param startValue defines the first matrix
  67466. * @param endValue defines the second matrix
  67467. * @param gradient defines the gradient between the two matrices
  67468. * @param result defines the target matrix
  67469. */
  67470. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67471. /**
  67472. * 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"
  67473. * This function works in left handed mode
  67474. * @param eye defines the final position of the entity
  67475. * @param target defines where the entity should look at
  67476. * @param up defines the up vector for the entity
  67477. * @returns the new matrix
  67478. */
  67479. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67480. /**
  67481. * 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".
  67482. * This function works in left handed mode
  67483. * @param eye defines the final position of the entity
  67484. * @param target defines where the entity should look at
  67485. * @param up defines the up vector for the entity
  67486. * @param result defines the target matrix
  67487. */
  67488. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67489. /**
  67490. * 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"
  67491. * This function works in right handed mode
  67492. * @param eye defines the final position of the entity
  67493. * @param target defines where the entity should look at
  67494. * @param up defines the up vector for the entity
  67495. * @returns the new matrix
  67496. */
  67497. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67498. /**
  67499. * 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".
  67500. * This function works in right handed mode
  67501. * @param eye defines the final position of the entity
  67502. * @param target defines where the entity should look at
  67503. * @param up defines the up vector for the entity
  67504. * @param result defines the target matrix
  67505. */
  67506. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67507. /**
  67508. * Create a left-handed orthographic projection matrix
  67509. * @param width defines the viewport width
  67510. * @param height defines the viewport height
  67511. * @param znear defines the near clip plane
  67512. * @param zfar defines the far clip plane
  67513. * @returns a new matrix as a left-handed orthographic projection matrix
  67514. */
  67515. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67516. /**
  67517. * Store a left-handed orthographic projection to a given matrix
  67518. * @param width defines the viewport width
  67519. * @param height defines the viewport height
  67520. * @param znear defines the near clip plane
  67521. * @param zfar defines the far clip plane
  67522. * @param result defines the target matrix
  67523. */
  67524. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67525. /**
  67526. * Create a left-handed orthographic projection matrix
  67527. * @param left defines the viewport left coordinate
  67528. * @param right defines the viewport right coordinate
  67529. * @param bottom defines the viewport bottom coordinate
  67530. * @param top defines the viewport top coordinate
  67531. * @param znear defines the near clip plane
  67532. * @param zfar defines the far clip plane
  67533. * @returns a new matrix as a left-handed orthographic projection matrix
  67534. */
  67535. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67536. /**
  67537. * Stores a left-handed orthographic projection into a given matrix
  67538. * @param left defines the viewport left coordinate
  67539. * @param right defines the viewport right coordinate
  67540. * @param bottom defines the viewport bottom coordinate
  67541. * @param top defines the viewport top coordinate
  67542. * @param znear defines the near clip plane
  67543. * @param zfar defines the far clip plane
  67544. * @param result defines the target matrix
  67545. */
  67546. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67547. /**
  67548. * Creates a right-handed orthographic projection matrix
  67549. * @param left defines the viewport left coordinate
  67550. * @param right defines the viewport right coordinate
  67551. * @param bottom defines the viewport bottom coordinate
  67552. * @param top defines the viewport top coordinate
  67553. * @param znear defines the near clip plane
  67554. * @param zfar defines the far clip plane
  67555. * @returns a new matrix as a right-handed orthographic projection matrix
  67556. */
  67557. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67558. /**
  67559. * Stores a right-handed orthographic projection into a given matrix
  67560. * @param left defines the viewport left coordinate
  67561. * @param right defines the viewport right coordinate
  67562. * @param bottom defines the viewport bottom coordinate
  67563. * @param top defines the viewport top coordinate
  67564. * @param znear defines the near clip plane
  67565. * @param zfar defines the far clip plane
  67566. * @param result defines the target matrix
  67567. */
  67568. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67569. /**
  67570. * Creates a left-handed perspective projection matrix
  67571. * @param width defines the viewport width
  67572. * @param height defines the viewport height
  67573. * @param znear defines the near clip plane
  67574. * @param zfar defines the far clip plane
  67575. * @returns a new matrix as a left-handed perspective projection matrix
  67576. */
  67577. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67578. /**
  67579. * Creates a left-handed perspective projection matrix
  67580. * @param fov defines the horizontal field of view
  67581. * @param aspect defines the aspect ratio
  67582. * @param znear defines the near clip plane
  67583. * @param zfar defines the far clip plane
  67584. * @returns a new matrix as a left-handed perspective projection matrix
  67585. */
  67586. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67587. /**
  67588. * Stores a left-handed perspective projection into a given matrix
  67589. * @param fov defines the horizontal field of view
  67590. * @param aspect defines the aspect ratio
  67591. * @param znear defines the near clip plane
  67592. * @param zfar defines the far clip plane
  67593. * @param result defines the target matrix
  67594. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67595. */
  67596. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67597. /**
  67598. * Creates a right-handed perspective projection matrix
  67599. * @param fov defines the horizontal field of view
  67600. * @param aspect defines the aspect ratio
  67601. * @param znear defines the near clip plane
  67602. * @param zfar defines the far clip plane
  67603. * @returns a new matrix as a right-handed perspective projection matrix
  67604. */
  67605. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67606. /**
  67607. * Stores a right-handed perspective projection into a given matrix
  67608. * @param fov defines the horizontal field of view
  67609. * @param aspect defines the aspect ratio
  67610. * @param znear defines the near clip plane
  67611. * @param zfar defines the far clip plane
  67612. * @param result defines the target matrix
  67613. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67614. */
  67615. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67616. /**
  67617. * Stores a perspective projection for WebVR info a given matrix
  67618. * @param fov defines the field of view
  67619. * @param znear defines the near clip plane
  67620. * @param zfar defines the far clip plane
  67621. * @param result defines the target matrix
  67622. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67623. */
  67624. static PerspectiveFovWebVRToRef(fov: {
  67625. upDegrees: number;
  67626. downDegrees: number;
  67627. leftDegrees: number;
  67628. rightDegrees: number;
  67629. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67630. /**
  67631. * Computes a complete transformation matrix
  67632. * @param viewport defines the viewport to use
  67633. * @param world defines the world matrix
  67634. * @param view defines the view matrix
  67635. * @param projection defines the projection matrix
  67636. * @param zmin defines the near clip plane
  67637. * @param zmax defines the far clip plane
  67638. * @returns the transformation matrix
  67639. */
  67640. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67641. /**
  67642. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67643. * @param matrix defines the matrix to use
  67644. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67645. */
  67646. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67647. /**
  67648. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67649. * @param matrix defines the matrix to use
  67650. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67651. */
  67652. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67653. /**
  67654. * Compute the transpose of a given matrix
  67655. * @param matrix defines the matrix to transpose
  67656. * @returns the new matrix
  67657. */
  67658. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67659. /**
  67660. * Compute the transpose of a matrix and store it in a target matrix
  67661. * @param matrix defines the matrix to transpose
  67662. * @param result defines the target matrix
  67663. */
  67664. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67665. /**
  67666. * Computes a reflection matrix from a plane
  67667. * @param plane defines the reflection plane
  67668. * @returns a new matrix
  67669. */
  67670. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67671. /**
  67672. * Computes a reflection matrix from a plane
  67673. * @param plane defines the reflection plane
  67674. * @param result defines the target matrix
  67675. */
  67676. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67677. /**
  67678. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67679. * @param xaxis defines the value of the 1st axis
  67680. * @param yaxis defines the value of the 2nd axis
  67681. * @param zaxis defines the value of the 3rd axis
  67682. * @param result defines the target matrix
  67683. */
  67684. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67685. /**
  67686. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67687. * @param quat defines the quaternion to use
  67688. * @param result defines the target matrix
  67689. */
  67690. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67691. }
  67692. /**
  67693. * @hidden
  67694. */
  67695. export class TmpVectors {
  67696. static Vector2: Vector2[];
  67697. static Vector3: Vector3[];
  67698. static Vector4: Vector4[];
  67699. static Quaternion: Quaternion[];
  67700. static Matrix: Matrix[];
  67701. }
  67702. }
  67703. declare module BABYLON {
  67704. /** Defines the cross module used constants to avoid circular dependncies */
  67705. export class Constants {
  67706. /** Defines that alpha blending is disabled */
  67707. static readonly ALPHA_DISABLE: number;
  67708. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67709. static readonly ALPHA_ADD: number;
  67710. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67711. static readonly ALPHA_COMBINE: number;
  67712. /** Defines that alpha blending to DEST - SRC * DEST */
  67713. static readonly ALPHA_SUBTRACT: number;
  67714. /** Defines that alpha blending to SRC * DEST */
  67715. static readonly ALPHA_MULTIPLY: number;
  67716. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67717. static readonly ALPHA_MAXIMIZED: number;
  67718. /** Defines that alpha blending to SRC + DEST */
  67719. static readonly ALPHA_ONEONE: number;
  67720. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67721. static readonly ALPHA_PREMULTIPLIED: number;
  67722. /**
  67723. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67724. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67725. */
  67726. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67727. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67728. static readonly ALPHA_INTERPOLATE: number;
  67729. /**
  67730. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67731. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67732. */
  67733. static readonly ALPHA_SCREENMODE: number;
  67734. /** Defines that the ressource is not delayed*/
  67735. static readonly DELAYLOADSTATE_NONE: number;
  67736. /** Defines that the ressource was successfully delay loaded */
  67737. static readonly DELAYLOADSTATE_LOADED: number;
  67738. /** Defines that the ressource is currently delay loading */
  67739. static readonly DELAYLOADSTATE_LOADING: number;
  67740. /** Defines that the ressource is delayed and has not started loading */
  67741. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67742. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67743. static readonly NEVER: number;
  67744. /** 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 */
  67745. static readonly ALWAYS: number;
  67746. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67747. static readonly LESS: number;
  67748. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67749. static readonly EQUAL: number;
  67750. /** 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 */
  67751. static readonly LEQUAL: number;
  67752. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67753. static readonly GREATER: number;
  67754. /** 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 */
  67755. static readonly GEQUAL: number;
  67756. /** 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 */
  67757. static readonly NOTEQUAL: number;
  67758. /** Passed to stencilOperation to specify that stencil value must be kept */
  67759. static readonly KEEP: number;
  67760. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67761. static readonly REPLACE: number;
  67762. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67763. static readonly INCR: number;
  67764. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67765. static readonly DECR: number;
  67766. /** Passed to stencilOperation to specify that stencil value must be inverted */
  67767. static readonly INVERT: number;
  67768. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  67769. static readonly INCR_WRAP: number;
  67770. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  67771. static readonly DECR_WRAP: number;
  67772. /** Texture is not repeating outside of 0..1 UVs */
  67773. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  67774. /** Texture is repeating outside of 0..1 UVs */
  67775. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  67776. /** Texture is repeating and mirrored */
  67777. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  67778. /** ALPHA */
  67779. static readonly TEXTUREFORMAT_ALPHA: number;
  67780. /** LUMINANCE */
  67781. static readonly TEXTUREFORMAT_LUMINANCE: number;
  67782. /** LUMINANCE_ALPHA */
  67783. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  67784. /** RGB */
  67785. static readonly TEXTUREFORMAT_RGB: number;
  67786. /** RGBA */
  67787. static readonly TEXTUREFORMAT_RGBA: number;
  67788. /** RED */
  67789. static readonly TEXTUREFORMAT_RED: number;
  67790. /** RED (2nd reference) */
  67791. static readonly TEXTUREFORMAT_R: number;
  67792. /** RG */
  67793. static readonly TEXTUREFORMAT_RG: number;
  67794. /** RED_INTEGER */
  67795. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  67796. /** RED_INTEGER (2nd reference) */
  67797. static readonly TEXTUREFORMAT_R_INTEGER: number;
  67798. /** RG_INTEGER */
  67799. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  67800. /** RGB_INTEGER */
  67801. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  67802. /** RGBA_INTEGER */
  67803. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  67804. /** UNSIGNED_BYTE */
  67805. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  67806. /** UNSIGNED_BYTE (2nd reference) */
  67807. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  67808. /** FLOAT */
  67809. static readonly TEXTURETYPE_FLOAT: number;
  67810. /** HALF_FLOAT */
  67811. static readonly TEXTURETYPE_HALF_FLOAT: number;
  67812. /** BYTE */
  67813. static readonly TEXTURETYPE_BYTE: number;
  67814. /** SHORT */
  67815. static readonly TEXTURETYPE_SHORT: number;
  67816. /** UNSIGNED_SHORT */
  67817. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  67818. /** INT */
  67819. static readonly TEXTURETYPE_INT: number;
  67820. /** UNSIGNED_INT */
  67821. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  67822. /** UNSIGNED_SHORT_4_4_4_4 */
  67823. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  67824. /** UNSIGNED_SHORT_5_5_5_1 */
  67825. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  67826. /** UNSIGNED_SHORT_5_6_5 */
  67827. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  67828. /** UNSIGNED_INT_2_10_10_10_REV */
  67829. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  67830. /** UNSIGNED_INT_24_8 */
  67831. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  67832. /** UNSIGNED_INT_10F_11F_11F_REV */
  67833. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  67834. /** UNSIGNED_INT_5_9_9_9_REV */
  67835. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  67836. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  67837. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  67838. /** nearest is mag = nearest and min = nearest and mip = linear */
  67839. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  67840. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67841. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  67842. /** Trilinear is mag = linear and min = linear and mip = linear */
  67843. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  67844. /** nearest is mag = nearest and min = nearest and mip = linear */
  67845. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  67846. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67847. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  67848. /** Trilinear is mag = linear and min = linear and mip = linear */
  67849. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  67850. /** mag = nearest and min = nearest and mip = nearest */
  67851. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  67852. /** mag = nearest and min = linear and mip = nearest */
  67853. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  67854. /** mag = nearest and min = linear and mip = linear */
  67855. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  67856. /** mag = nearest and min = linear and mip = none */
  67857. static readonly TEXTURE_NEAREST_LINEAR: number;
  67858. /** mag = nearest and min = nearest and mip = none */
  67859. static readonly TEXTURE_NEAREST_NEAREST: number;
  67860. /** mag = linear and min = nearest and mip = nearest */
  67861. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  67862. /** mag = linear and min = nearest and mip = linear */
  67863. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  67864. /** mag = linear and min = linear and mip = none */
  67865. static readonly TEXTURE_LINEAR_LINEAR: number;
  67866. /** mag = linear and min = nearest and mip = none */
  67867. static readonly TEXTURE_LINEAR_NEAREST: number;
  67868. /** Explicit coordinates mode */
  67869. static readonly TEXTURE_EXPLICIT_MODE: number;
  67870. /** Spherical coordinates mode */
  67871. static readonly TEXTURE_SPHERICAL_MODE: number;
  67872. /** Planar coordinates mode */
  67873. static readonly TEXTURE_PLANAR_MODE: number;
  67874. /** Cubic coordinates mode */
  67875. static readonly TEXTURE_CUBIC_MODE: number;
  67876. /** Projection coordinates mode */
  67877. static readonly TEXTURE_PROJECTION_MODE: number;
  67878. /** Skybox coordinates mode */
  67879. static readonly TEXTURE_SKYBOX_MODE: number;
  67880. /** Inverse Cubic coordinates mode */
  67881. static readonly TEXTURE_INVCUBIC_MODE: number;
  67882. /** Equirectangular coordinates mode */
  67883. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  67884. /** Equirectangular Fixed coordinates mode */
  67885. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  67886. /** Equirectangular Fixed Mirrored coordinates mode */
  67887. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  67888. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  67889. static readonly SCALEMODE_FLOOR: number;
  67890. /** Defines that texture rescaling will look for the nearest power of 2 size */
  67891. static readonly SCALEMODE_NEAREST: number;
  67892. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  67893. static readonly SCALEMODE_CEILING: number;
  67894. /**
  67895. * The dirty texture flag value
  67896. */
  67897. static readonly MATERIAL_TextureDirtyFlag: number;
  67898. /**
  67899. * The dirty light flag value
  67900. */
  67901. static readonly MATERIAL_LightDirtyFlag: number;
  67902. /**
  67903. * The dirty fresnel flag value
  67904. */
  67905. static readonly MATERIAL_FresnelDirtyFlag: number;
  67906. /**
  67907. * The dirty attribute flag value
  67908. */
  67909. static readonly MATERIAL_AttributesDirtyFlag: number;
  67910. /**
  67911. * The dirty misc flag value
  67912. */
  67913. static readonly MATERIAL_MiscDirtyFlag: number;
  67914. /**
  67915. * The all dirty flag value
  67916. */
  67917. static readonly MATERIAL_AllDirtyFlag: number;
  67918. /**
  67919. * Returns the triangle fill mode
  67920. */
  67921. static readonly MATERIAL_TriangleFillMode: number;
  67922. /**
  67923. * Returns the wireframe mode
  67924. */
  67925. static readonly MATERIAL_WireFrameFillMode: number;
  67926. /**
  67927. * Returns the point fill mode
  67928. */
  67929. static readonly MATERIAL_PointFillMode: number;
  67930. /**
  67931. * Returns the point list draw mode
  67932. */
  67933. static readonly MATERIAL_PointListDrawMode: number;
  67934. /**
  67935. * Returns the line list draw mode
  67936. */
  67937. static readonly MATERIAL_LineListDrawMode: number;
  67938. /**
  67939. * Returns the line loop draw mode
  67940. */
  67941. static readonly MATERIAL_LineLoopDrawMode: number;
  67942. /**
  67943. * Returns the line strip draw mode
  67944. */
  67945. static readonly MATERIAL_LineStripDrawMode: number;
  67946. /**
  67947. * Returns the triangle strip draw mode
  67948. */
  67949. static readonly MATERIAL_TriangleStripDrawMode: number;
  67950. /**
  67951. * Returns the triangle fan draw mode
  67952. */
  67953. static readonly MATERIAL_TriangleFanDrawMode: number;
  67954. /**
  67955. * Stores the clock-wise side orientation
  67956. */
  67957. static readonly MATERIAL_ClockWiseSideOrientation: number;
  67958. /**
  67959. * Stores the counter clock-wise side orientation
  67960. */
  67961. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  67962. /**
  67963. * Nothing
  67964. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67965. */
  67966. static readonly ACTION_NothingTrigger: number;
  67967. /**
  67968. * On pick
  67969. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67970. */
  67971. static readonly ACTION_OnPickTrigger: number;
  67972. /**
  67973. * On left pick
  67974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67975. */
  67976. static readonly ACTION_OnLeftPickTrigger: number;
  67977. /**
  67978. * On right pick
  67979. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67980. */
  67981. static readonly ACTION_OnRightPickTrigger: number;
  67982. /**
  67983. * On center pick
  67984. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67985. */
  67986. static readonly ACTION_OnCenterPickTrigger: number;
  67987. /**
  67988. * On pick down
  67989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67990. */
  67991. static readonly ACTION_OnPickDownTrigger: number;
  67992. /**
  67993. * On double pick
  67994. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67995. */
  67996. static readonly ACTION_OnDoublePickTrigger: number;
  67997. /**
  67998. * On pick up
  67999. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68000. */
  68001. static readonly ACTION_OnPickUpTrigger: number;
  68002. /**
  68003. * On pick out.
  68004. * This trigger will only be raised if you also declared a OnPickDown
  68005. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68006. */
  68007. static readonly ACTION_OnPickOutTrigger: number;
  68008. /**
  68009. * On long press
  68010. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68011. */
  68012. static readonly ACTION_OnLongPressTrigger: number;
  68013. /**
  68014. * On pointer over
  68015. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68016. */
  68017. static readonly ACTION_OnPointerOverTrigger: number;
  68018. /**
  68019. * On pointer out
  68020. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68021. */
  68022. static readonly ACTION_OnPointerOutTrigger: number;
  68023. /**
  68024. * On every frame
  68025. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68026. */
  68027. static readonly ACTION_OnEveryFrameTrigger: number;
  68028. /**
  68029. * On intersection enter
  68030. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68031. */
  68032. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68033. /**
  68034. * On intersection exit
  68035. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68036. */
  68037. static readonly ACTION_OnIntersectionExitTrigger: number;
  68038. /**
  68039. * On key down
  68040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68041. */
  68042. static readonly ACTION_OnKeyDownTrigger: number;
  68043. /**
  68044. * On key up
  68045. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68046. */
  68047. static readonly ACTION_OnKeyUpTrigger: number;
  68048. /**
  68049. * Billboard mode will only apply to Y axis
  68050. */
  68051. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68052. /**
  68053. * Billboard mode will apply to all axes
  68054. */
  68055. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68056. /**
  68057. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68058. */
  68059. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68060. /**
  68061. * Gets or sets base Assets URL
  68062. */
  68063. static PARTICLES_BaseAssetsUrl: string;
  68064. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68065. * Test order :
  68066. * Is the bounding sphere outside the frustum ?
  68067. * If not, are the bounding box vertices outside the frustum ?
  68068. * It not, then the cullable object is in the frustum.
  68069. */
  68070. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68071. /** Culling strategy : Bounding Sphere Only.
  68072. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68073. * It's also less accurate than the standard because some not visible objects can still be selected.
  68074. * Test : is the bounding sphere outside the frustum ?
  68075. * If not, then the cullable object is in the frustum.
  68076. */
  68077. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68078. /** Culling strategy : Optimistic Inclusion.
  68079. * This in an inclusion test first, then the standard exclusion test.
  68080. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68081. * 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.
  68082. * Anyway, it's as accurate as the standard strategy.
  68083. * Test :
  68084. * Is the cullable object bounding sphere center in the frustum ?
  68085. * If not, apply the default culling strategy.
  68086. */
  68087. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68088. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68089. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68090. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68091. * 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.
  68092. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68093. * Test :
  68094. * Is the cullable object bounding sphere center in the frustum ?
  68095. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68096. */
  68097. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68098. /**
  68099. * No logging while loading
  68100. */
  68101. static readonly SCENELOADER_NO_LOGGING: number;
  68102. /**
  68103. * Minimal logging while loading
  68104. */
  68105. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68106. /**
  68107. * Summary logging while loading
  68108. */
  68109. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68110. /**
  68111. * Detailled logging while loading
  68112. */
  68113. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68114. }
  68115. }
  68116. declare module BABYLON {
  68117. /**
  68118. * Class used to store and describe the pipeline context associated with an effect
  68119. */
  68120. export interface IPipelineContext {
  68121. /**
  68122. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68123. */
  68124. isAsync: boolean;
  68125. /**
  68126. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68127. */
  68128. isReady: boolean;
  68129. /** @hidden */
  68130. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68131. }
  68132. }
  68133. declare module BABYLON {
  68134. /** @hidden */
  68135. export interface IShaderProcessor {
  68136. attributeProcessor?: (attribute: string) => string;
  68137. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68138. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68139. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68140. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68141. lineProcessor?: (line: string, isFragment: boolean) => string;
  68142. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68143. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68144. }
  68145. }
  68146. declare module BABYLON {
  68147. /** @hidden */
  68148. export interface ProcessingOptions {
  68149. defines: string[];
  68150. indexParameters: any;
  68151. isFragment: boolean;
  68152. shouldUseHighPrecisionShader: boolean;
  68153. supportsUniformBuffers: boolean;
  68154. shadersRepository: string;
  68155. includesShadersStore: {
  68156. [key: string]: string;
  68157. };
  68158. processor?: IShaderProcessor;
  68159. version: string;
  68160. platformName: string;
  68161. lookForClosingBracketForUniformBuffer?: boolean;
  68162. }
  68163. }
  68164. declare module BABYLON {
  68165. /**
  68166. * Helper to manipulate strings
  68167. */
  68168. export class StringTools {
  68169. /**
  68170. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68171. * @param str Source string
  68172. * @param suffix Suffix to search for in the source string
  68173. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68174. */
  68175. static EndsWith(str: string, suffix: string): boolean;
  68176. /**
  68177. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68178. * @param str Source string
  68179. * @param suffix Suffix to search for in the source string
  68180. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68181. */
  68182. static StartsWith(str: string, suffix: string): boolean;
  68183. }
  68184. }
  68185. declare module BABYLON {
  68186. /** @hidden */
  68187. export class ShaderCodeNode {
  68188. line: string;
  68189. children: ShaderCodeNode[];
  68190. additionalDefineKey?: string;
  68191. additionalDefineValue?: string;
  68192. isValid(preprocessors: {
  68193. [key: string]: string;
  68194. }): boolean;
  68195. process(preprocessors: {
  68196. [key: string]: string;
  68197. }, options: ProcessingOptions): string;
  68198. }
  68199. }
  68200. declare module BABYLON {
  68201. /** @hidden */
  68202. export class ShaderCodeCursor {
  68203. private _lines;
  68204. lineIndex: number;
  68205. readonly currentLine: string;
  68206. readonly canRead: boolean;
  68207. lines: string[];
  68208. }
  68209. }
  68210. declare module BABYLON {
  68211. /** @hidden */
  68212. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68213. process(preprocessors: {
  68214. [key: string]: string;
  68215. }, options: ProcessingOptions): string;
  68216. }
  68217. }
  68218. declare module BABYLON {
  68219. /** @hidden */
  68220. export class ShaderDefineExpression {
  68221. isTrue(preprocessors: {
  68222. [key: string]: string;
  68223. }): boolean;
  68224. }
  68225. }
  68226. declare module BABYLON {
  68227. /** @hidden */
  68228. export class ShaderCodeTestNode extends ShaderCodeNode {
  68229. testExpression: ShaderDefineExpression;
  68230. isValid(preprocessors: {
  68231. [key: string]: string;
  68232. }): boolean;
  68233. }
  68234. }
  68235. declare module BABYLON {
  68236. /** @hidden */
  68237. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68238. define: string;
  68239. not: boolean;
  68240. constructor(define: string, not?: boolean);
  68241. isTrue(preprocessors: {
  68242. [key: string]: string;
  68243. }): boolean;
  68244. }
  68245. }
  68246. declare module BABYLON {
  68247. /** @hidden */
  68248. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68249. leftOperand: ShaderDefineExpression;
  68250. rightOperand: ShaderDefineExpression;
  68251. isTrue(preprocessors: {
  68252. [key: string]: string;
  68253. }): boolean;
  68254. }
  68255. }
  68256. declare module BABYLON {
  68257. /** @hidden */
  68258. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68259. leftOperand: ShaderDefineExpression;
  68260. rightOperand: ShaderDefineExpression;
  68261. isTrue(preprocessors: {
  68262. [key: string]: string;
  68263. }): boolean;
  68264. }
  68265. }
  68266. declare module BABYLON {
  68267. /** @hidden */
  68268. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68269. define: string;
  68270. operand: string;
  68271. testValue: string;
  68272. constructor(define: string, operand: string, testValue: string);
  68273. isTrue(preprocessors: {
  68274. [key: string]: string;
  68275. }): boolean;
  68276. }
  68277. }
  68278. declare module BABYLON {
  68279. /**
  68280. * @ignore
  68281. * Application error to support additional information when loading a file
  68282. */
  68283. export class LoadFileError extends Error {
  68284. /** defines the optional web request */
  68285. request?: WebRequest | undefined;
  68286. private static _setPrototypeOf;
  68287. /**
  68288. * Creates a new LoadFileError
  68289. * @param message defines the message of the error
  68290. * @param request defines the optional web request
  68291. */
  68292. constructor(message: string,
  68293. /** defines the optional web request */
  68294. request?: WebRequest | undefined);
  68295. }
  68296. }
  68297. declare module BABYLON {
  68298. /**
  68299. * Class used to enable access to offline support
  68300. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68301. */
  68302. export interface IOfflineProvider {
  68303. /**
  68304. * Gets a boolean indicating if scene must be saved in the database
  68305. */
  68306. enableSceneOffline: boolean;
  68307. /**
  68308. * Gets a boolean indicating if textures must be saved in the database
  68309. */
  68310. enableTexturesOffline: boolean;
  68311. /**
  68312. * Open the offline support and make it available
  68313. * @param successCallback defines the callback to call on success
  68314. * @param errorCallback defines the callback to call on error
  68315. */
  68316. open(successCallback: () => void, errorCallback: () => void): void;
  68317. /**
  68318. * Loads an image from the offline support
  68319. * @param url defines the url to load from
  68320. * @param image defines the target DOM image
  68321. */
  68322. loadImage(url: string, image: HTMLImageElement): void;
  68323. /**
  68324. * Loads a file from offline support
  68325. * @param url defines the URL to load from
  68326. * @param sceneLoaded defines a callback to call on success
  68327. * @param progressCallBack defines a callback to call when progress changed
  68328. * @param errorCallback defines a callback to call on error
  68329. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68330. */
  68331. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68332. }
  68333. }
  68334. declare module BABYLON {
  68335. /**
  68336. * Class used to help managing file picking and drag'n'drop
  68337. * File Storage
  68338. */
  68339. export class FilesInputStore {
  68340. /**
  68341. * List of files ready to be loaded
  68342. */
  68343. static FilesToLoad: {
  68344. [key: string]: File;
  68345. };
  68346. }
  68347. }
  68348. declare module BABYLON {
  68349. /**
  68350. * Class used to define a retry strategy when error happens while loading assets
  68351. */
  68352. export class RetryStrategy {
  68353. /**
  68354. * Function used to defines an exponential back off strategy
  68355. * @param maxRetries defines the maximum number of retries (3 by default)
  68356. * @param baseInterval defines the interval between retries
  68357. * @returns the strategy function to use
  68358. */
  68359. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68360. }
  68361. }
  68362. declare module BABYLON {
  68363. /**
  68364. * @hidden
  68365. */
  68366. export class FileTools {
  68367. /**
  68368. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68369. */
  68370. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68371. /**
  68372. * Gets or sets the base URL to use to load assets
  68373. */
  68374. static BaseUrl: string;
  68375. /**
  68376. * Default behaviour for cors in the application.
  68377. * It can be a string if the expected behavior is identical in the entire app.
  68378. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68379. */
  68380. static CorsBehavior: string | ((url: string | string[]) => string);
  68381. /**
  68382. * Gets or sets a function used to pre-process url before using them to load assets
  68383. */
  68384. static PreprocessUrl: (url: string) => string;
  68385. /**
  68386. * Removes unwanted characters from an url
  68387. * @param url defines the url to clean
  68388. * @returns the cleaned url
  68389. */
  68390. private static _CleanUrl;
  68391. /**
  68392. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68393. * @param url define the url we are trying
  68394. * @param element define the dom element where to configure the cors policy
  68395. */
  68396. static SetCorsBehavior(url: string | string[], element: {
  68397. crossOrigin: string | null;
  68398. }): void;
  68399. /**
  68400. * Loads an image as an HTMLImageElement.
  68401. * @param input url string, ArrayBuffer, or Blob to load
  68402. * @param onLoad callback called when the image successfully loads
  68403. * @param onError callback called when the image fails to load
  68404. * @param offlineProvider offline provider for caching
  68405. * @returns the HTMLImageElement of the loaded image
  68406. */
  68407. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68408. /**
  68409. * Loads a file
  68410. * @param fileToLoad defines the file to load
  68411. * @param callback defines the callback to call when data is loaded
  68412. * @param progressCallBack defines the callback to call during loading process
  68413. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68414. * @returns a file request object
  68415. */
  68416. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68417. /**
  68418. * Loads a file
  68419. * @param url url string, ArrayBuffer, or Blob to load
  68420. * @param onSuccess callback called when the file successfully loads
  68421. * @param onProgress callback called while file is loading (if the server supports this mode)
  68422. * @param offlineProvider defines the offline provider for caching
  68423. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68424. * @param onError callback called when the file fails to load
  68425. * @returns a file request object
  68426. */
  68427. 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;
  68428. /**
  68429. * Checks if the loaded document was accessed via `file:`-Protocol.
  68430. * @returns boolean
  68431. */
  68432. static IsFileURL(): boolean;
  68433. }
  68434. }
  68435. declare module BABYLON {
  68436. /** @hidden */
  68437. export class ShaderProcessor {
  68438. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68439. private static _ProcessPrecision;
  68440. private static _ExtractOperation;
  68441. private static _BuildSubExpression;
  68442. private static _BuildExpression;
  68443. private static _MoveCursorWithinIf;
  68444. private static _MoveCursor;
  68445. private static _EvaluatePreProcessors;
  68446. private static _PreparePreProcessors;
  68447. private static _ProcessShaderConversion;
  68448. private static _ProcessIncludes;
  68449. }
  68450. }
  68451. declare module BABYLON {
  68452. /**
  68453. * Class used to hold a RBG color
  68454. */
  68455. export class Color3 {
  68456. /**
  68457. * Defines the red component (between 0 and 1, default is 0)
  68458. */
  68459. r: number;
  68460. /**
  68461. * Defines the green component (between 0 and 1, default is 0)
  68462. */
  68463. g: number;
  68464. /**
  68465. * Defines the blue component (between 0 and 1, default is 0)
  68466. */
  68467. b: number;
  68468. /**
  68469. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68470. * @param r defines the red component (between 0 and 1, default is 0)
  68471. * @param g defines the green component (between 0 and 1, default is 0)
  68472. * @param b defines the blue component (between 0 and 1, default is 0)
  68473. */
  68474. constructor(
  68475. /**
  68476. * Defines the red component (between 0 and 1, default is 0)
  68477. */
  68478. r?: number,
  68479. /**
  68480. * Defines the green component (between 0 and 1, default is 0)
  68481. */
  68482. g?: number,
  68483. /**
  68484. * Defines the blue component (between 0 and 1, default is 0)
  68485. */
  68486. b?: number);
  68487. /**
  68488. * Creates a string with the Color3 current values
  68489. * @returns the string representation of the Color3 object
  68490. */
  68491. toString(): string;
  68492. /**
  68493. * Returns the string "Color3"
  68494. * @returns "Color3"
  68495. */
  68496. getClassName(): string;
  68497. /**
  68498. * Compute the Color3 hash code
  68499. * @returns an unique number that can be used to hash Color3 objects
  68500. */
  68501. getHashCode(): number;
  68502. /**
  68503. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68504. * @param array defines the array where to store the r,g,b components
  68505. * @param index defines an optional index in the target array to define where to start storing values
  68506. * @returns the current Color3 object
  68507. */
  68508. toArray(array: FloatArray, index?: number): Color3;
  68509. /**
  68510. * Returns a new Color4 object from the current Color3 and the given alpha
  68511. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68512. * @returns a new Color4 object
  68513. */
  68514. toColor4(alpha?: number): Color4;
  68515. /**
  68516. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68517. * @returns the new array
  68518. */
  68519. asArray(): number[];
  68520. /**
  68521. * Returns the luminance value
  68522. * @returns a float value
  68523. */
  68524. toLuminance(): number;
  68525. /**
  68526. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68527. * @param otherColor defines the second operand
  68528. * @returns the new Color3 object
  68529. */
  68530. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68531. /**
  68532. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68533. * @param otherColor defines the second operand
  68534. * @param result defines the Color3 object where to store the result
  68535. * @returns the current Color3
  68536. */
  68537. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68538. /**
  68539. * Determines equality between Color3 objects
  68540. * @param otherColor defines the second operand
  68541. * @returns true if the rgb values are equal to the given ones
  68542. */
  68543. equals(otherColor: DeepImmutable<Color3>): boolean;
  68544. /**
  68545. * Determines equality between the current Color3 object and a set of r,b,g values
  68546. * @param r defines the red component to check
  68547. * @param g defines the green component to check
  68548. * @param b defines the blue component to check
  68549. * @returns true if the rgb values are equal to the given ones
  68550. */
  68551. equalsFloats(r: number, g: number, b: number): boolean;
  68552. /**
  68553. * Multiplies in place each rgb value by scale
  68554. * @param scale defines the scaling factor
  68555. * @returns the updated Color3
  68556. */
  68557. scale(scale: number): Color3;
  68558. /**
  68559. * Multiplies the rgb values by scale and stores the result into "result"
  68560. * @param scale defines the scaling factor
  68561. * @param result defines the Color3 object where to store the result
  68562. * @returns the unmodified current Color3
  68563. */
  68564. scaleToRef(scale: number, result: Color3): Color3;
  68565. /**
  68566. * Scale the current Color3 values by a factor and add the result to a given Color3
  68567. * @param scale defines the scale factor
  68568. * @param result defines color to store the result into
  68569. * @returns the unmodified current Color3
  68570. */
  68571. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68572. /**
  68573. * Clamps the rgb values by the min and max values and stores the result into "result"
  68574. * @param min defines minimum clamping value (default is 0)
  68575. * @param max defines maximum clamping value (default is 1)
  68576. * @param result defines color to store the result into
  68577. * @returns the original Color3
  68578. */
  68579. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68580. /**
  68581. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68582. * @param otherColor defines the second operand
  68583. * @returns the new Color3
  68584. */
  68585. add(otherColor: DeepImmutable<Color3>): Color3;
  68586. /**
  68587. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68588. * @param otherColor defines the second operand
  68589. * @param result defines Color3 object to store the result into
  68590. * @returns the unmodified current Color3
  68591. */
  68592. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68593. /**
  68594. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68595. * @param otherColor defines the second operand
  68596. * @returns the new Color3
  68597. */
  68598. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68599. /**
  68600. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68601. * @param otherColor defines the second operand
  68602. * @param result defines Color3 object to store the result into
  68603. * @returns the unmodified current Color3
  68604. */
  68605. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68606. /**
  68607. * Copy the current object
  68608. * @returns a new Color3 copied the current one
  68609. */
  68610. clone(): Color3;
  68611. /**
  68612. * Copies the rgb values from the source in the current Color3
  68613. * @param source defines the source Color3 object
  68614. * @returns the updated Color3 object
  68615. */
  68616. copyFrom(source: DeepImmutable<Color3>): Color3;
  68617. /**
  68618. * Updates the Color3 rgb values from the given floats
  68619. * @param r defines the red component to read from
  68620. * @param g defines the green component to read from
  68621. * @param b defines the blue component to read from
  68622. * @returns the current Color3 object
  68623. */
  68624. copyFromFloats(r: number, g: number, b: number): Color3;
  68625. /**
  68626. * Updates the Color3 rgb values from the given floats
  68627. * @param r defines the red component to read from
  68628. * @param g defines the green component to read from
  68629. * @param b defines the blue component to read from
  68630. * @returns the current Color3 object
  68631. */
  68632. set(r: number, g: number, b: number): Color3;
  68633. /**
  68634. * Compute the Color3 hexadecimal code as a string
  68635. * @returns a string containing the hexadecimal representation of the Color3 object
  68636. */
  68637. toHexString(): string;
  68638. /**
  68639. * Computes a new Color3 converted from the current one to linear space
  68640. * @returns a new Color3 object
  68641. */
  68642. toLinearSpace(): Color3;
  68643. /**
  68644. * Converts current color in rgb space to HSV values
  68645. * @returns a new color3 representing the HSV values
  68646. */
  68647. toHSV(): Color3;
  68648. /**
  68649. * Converts current color in rgb space to HSV values
  68650. * @param result defines the Color3 where to store the HSV values
  68651. */
  68652. toHSVToRef(result: Color3): void;
  68653. /**
  68654. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68655. * @param convertedColor defines the Color3 object where to store the linear space version
  68656. * @returns the unmodified Color3
  68657. */
  68658. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68659. /**
  68660. * Computes a new Color3 converted from the current one to gamma space
  68661. * @returns a new Color3 object
  68662. */
  68663. toGammaSpace(): Color3;
  68664. /**
  68665. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68666. * @param convertedColor defines the Color3 object where to store the gamma space version
  68667. * @returns the unmodified Color3
  68668. */
  68669. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68670. private static _BlackReadOnly;
  68671. /**
  68672. * Convert Hue, saturation and value to a Color3 (RGB)
  68673. * @param hue defines the hue
  68674. * @param saturation defines the saturation
  68675. * @param value defines the value
  68676. * @param result defines the Color3 where to store the RGB values
  68677. */
  68678. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68679. /**
  68680. * Creates a new Color3 from the string containing valid hexadecimal values
  68681. * @param hex defines a string containing valid hexadecimal values
  68682. * @returns a new Color3 object
  68683. */
  68684. static FromHexString(hex: string): Color3;
  68685. /**
  68686. * Creates a new Color3 from the starting index of the given array
  68687. * @param array defines the source array
  68688. * @param offset defines an offset in the source array
  68689. * @returns a new Color3 object
  68690. */
  68691. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68692. /**
  68693. * Creates a new Color3 from integer values (< 256)
  68694. * @param r defines the red component to read from (value between 0 and 255)
  68695. * @param g defines the green component to read from (value between 0 and 255)
  68696. * @param b defines the blue component to read from (value between 0 and 255)
  68697. * @returns a new Color3 object
  68698. */
  68699. static FromInts(r: number, g: number, b: number): Color3;
  68700. /**
  68701. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68702. * @param start defines the start Color3 value
  68703. * @param end defines the end Color3 value
  68704. * @param amount defines the gradient value between start and end
  68705. * @returns a new Color3 object
  68706. */
  68707. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68708. /**
  68709. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68710. * @param left defines the start value
  68711. * @param right defines the end value
  68712. * @param amount defines the gradient factor
  68713. * @param result defines the Color3 object where to store the result
  68714. */
  68715. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68716. /**
  68717. * Returns a Color3 value containing a red color
  68718. * @returns a new Color3 object
  68719. */
  68720. static Red(): Color3;
  68721. /**
  68722. * Returns a Color3 value containing a green color
  68723. * @returns a new Color3 object
  68724. */
  68725. static Green(): Color3;
  68726. /**
  68727. * Returns a Color3 value containing a blue color
  68728. * @returns a new Color3 object
  68729. */
  68730. static Blue(): Color3;
  68731. /**
  68732. * Returns a Color3 value containing a black color
  68733. * @returns a new Color3 object
  68734. */
  68735. static Black(): Color3;
  68736. /**
  68737. * Gets a Color3 value containing a black color that must not be updated
  68738. */
  68739. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68740. /**
  68741. * Returns a Color3 value containing a white color
  68742. * @returns a new Color3 object
  68743. */
  68744. static White(): Color3;
  68745. /**
  68746. * Returns a Color3 value containing a purple color
  68747. * @returns a new Color3 object
  68748. */
  68749. static Purple(): Color3;
  68750. /**
  68751. * Returns a Color3 value containing a magenta color
  68752. * @returns a new Color3 object
  68753. */
  68754. static Magenta(): Color3;
  68755. /**
  68756. * Returns a Color3 value containing a yellow color
  68757. * @returns a new Color3 object
  68758. */
  68759. static Yellow(): Color3;
  68760. /**
  68761. * Returns a Color3 value containing a gray color
  68762. * @returns a new Color3 object
  68763. */
  68764. static Gray(): Color3;
  68765. /**
  68766. * Returns a Color3 value containing a teal color
  68767. * @returns a new Color3 object
  68768. */
  68769. static Teal(): Color3;
  68770. /**
  68771. * Returns a Color3 value containing a random color
  68772. * @returns a new Color3 object
  68773. */
  68774. static Random(): Color3;
  68775. }
  68776. /**
  68777. * Class used to hold a RBGA color
  68778. */
  68779. export class Color4 {
  68780. /**
  68781. * Defines the red component (between 0 and 1, default is 0)
  68782. */
  68783. r: number;
  68784. /**
  68785. * Defines the green component (between 0 and 1, default is 0)
  68786. */
  68787. g: number;
  68788. /**
  68789. * Defines the blue component (between 0 and 1, default is 0)
  68790. */
  68791. b: number;
  68792. /**
  68793. * Defines the alpha component (between 0 and 1, default is 1)
  68794. */
  68795. a: number;
  68796. /**
  68797. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  68798. * @param r defines the red component (between 0 and 1, default is 0)
  68799. * @param g defines the green component (between 0 and 1, default is 0)
  68800. * @param b defines the blue component (between 0 and 1, default is 0)
  68801. * @param a defines the alpha component (between 0 and 1, default is 1)
  68802. */
  68803. constructor(
  68804. /**
  68805. * Defines the red component (between 0 and 1, default is 0)
  68806. */
  68807. r?: number,
  68808. /**
  68809. * Defines the green component (between 0 and 1, default is 0)
  68810. */
  68811. g?: number,
  68812. /**
  68813. * Defines the blue component (between 0 and 1, default is 0)
  68814. */
  68815. b?: number,
  68816. /**
  68817. * Defines the alpha component (between 0 and 1, default is 1)
  68818. */
  68819. a?: number);
  68820. /**
  68821. * Adds in place the given Color4 values to the current Color4 object
  68822. * @param right defines the second operand
  68823. * @returns the current updated Color4 object
  68824. */
  68825. addInPlace(right: DeepImmutable<Color4>): Color4;
  68826. /**
  68827. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  68828. * @returns the new array
  68829. */
  68830. asArray(): number[];
  68831. /**
  68832. * Stores from the starting index in the given array the Color4 successive values
  68833. * @param array defines the array where to store the r,g,b components
  68834. * @param index defines an optional index in the target array to define where to start storing values
  68835. * @returns the current Color4 object
  68836. */
  68837. toArray(array: number[], index?: number): Color4;
  68838. /**
  68839. * Determines equality between Color4 objects
  68840. * @param otherColor defines the second operand
  68841. * @returns true if the rgba values are equal to the given ones
  68842. */
  68843. equals(otherColor: DeepImmutable<Color4>): boolean;
  68844. /**
  68845. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  68846. * @param right defines the second operand
  68847. * @returns a new Color4 object
  68848. */
  68849. add(right: DeepImmutable<Color4>): Color4;
  68850. /**
  68851. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  68852. * @param right defines the second operand
  68853. * @returns a new Color4 object
  68854. */
  68855. subtract(right: DeepImmutable<Color4>): Color4;
  68856. /**
  68857. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  68858. * @param right defines the second operand
  68859. * @param result defines the Color4 object where to store the result
  68860. * @returns the current Color4 object
  68861. */
  68862. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  68863. /**
  68864. * Creates a new Color4 with the current Color4 values multiplied by scale
  68865. * @param scale defines the scaling factor to apply
  68866. * @returns a new Color4 object
  68867. */
  68868. scale(scale: number): Color4;
  68869. /**
  68870. * Multiplies the current Color4 values by scale and stores the result in "result"
  68871. * @param scale defines the scaling factor to apply
  68872. * @param result defines the Color4 object where to store the result
  68873. * @returns the current unmodified Color4
  68874. */
  68875. scaleToRef(scale: number, result: Color4): Color4;
  68876. /**
  68877. * Scale the current Color4 values by a factor and add the result to a given Color4
  68878. * @param scale defines the scale factor
  68879. * @param result defines the Color4 object where to store the result
  68880. * @returns the unmodified current Color4
  68881. */
  68882. scaleAndAddToRef(scale: number, result: Color4): Color4;
  68883. /**
  68884. * Clamps the rgb values by the min and max values and stores the result into "result"
  68885. * @param min defines minimum clamping value (default is 0)
  68886. * @param max defines maximum clamping value (default is 1)
  68887. * @param result defines color to store the result into.
  68888. * @returns the cuurent Color4
  68889. */
  68890. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  68891. /**
  68892. * Multipy an Color4 value by another and return a new Color4 object
  68893. * @param color defines the Color4 value to multiply by
  68894. * @returns a new Color4 object
  68895. */
  68896. multiply(color: Color4): Color4;
  68897. /**
  68898. * Multipy a Color4 value by another and push the result in a reference value
  68899. * @param color defines the Color4 value to multiply by
  68900. * @param result defines the Color4 to fill the result in
  68901. * @returns the result Color4
  68902. */
  68903. multiplyToRef(color: Color4, result: Color4): Color4;
  68904. /**
  68905. * Creates a string with the Color4 current values
  68906. * @returns the string representation of the Color4 object
  68907. */
  68908. toString(): string;
  68909. /**
  68910. * Returns the string "Color4"
  68911. * @returns "Color4"
  68912. */
  68913. getClassName(): string;
  68914. /**
  68915. * Compute the Color4 hash code
  68916. * @returns an unique number that can be used to hash Color4 objects
  68917. */
  68918. getHashCode(): number;
  68919. /**
  68920. * Creates a new Color4 copied from the current one
  68921. * @returns a new Color4 object
  68922. */
  68923. clone(): Color4;
  68924. /**
  68925. * Copies the given Color4 values into the current one
  68926. * @param source defines the source Color4 object
  68927. * @returns the current updated Color4 object
  68928. */
  68929. copyFrom(source: Color4): Color4;
  68930. /**
  68931. * Copies the given float values into the current one
  68932. * @param r defines the red component to read from
  68933. * @param g defines the green component to read from
  68934. * @param b defines the blue component to read from
  68935. * @param a defines the alpha component to read from
  68936. * @returns the current updated Color4 object
  68937. */
  68938. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  68939. /**
  68940. * Copies the given float values into the current one
  68941. * @param r defines the red component to read from
  68942. * @param g defines the green component to read from
  68943. * @param b defines the blue component to read from
  68944. * @param a defines the alpha component to read from
  68945. * @returns the current updated Color4 object
  68946. */
  68947. set(r: number, g: number, b: number, a: number): Color4;
  68948. /**
  68949. * Compute the Color4 hexadecimal code as a string
  68950. * @returns a string containing the hexadecimal representation of the Color4 object
  68951. */
  68952. toHexString(): string;
  68953. /**
  68954. * Computes a new Color4 converted from the current one to linear space
  68955. * @returns a new Color4 object
  68956. */
  68957. toLinearSpace(): Color4;
  68958. /**
  68959. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  68960. * @param convertedColor defines the Color4 object where to store the linear space version
  68961. * @returns the unmodified Color4
  68962. */
  68963. toLinearSpaceToRef(convertedColor: Color4): Color4;
  68964. /**
  68965. * Computes a new Color4 converted from the current one to gamma space
  68966. * @returns a new Color4 object
  68967. */
  68968. toGammaSpace(): Color4;
  68969. /**
  68970. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  68971. * @param convertedColor defines the Color4 object where to store the gamma space version
  68972. * @returns the unmodified Color4
  68973. */
  68974. toGammaSpaceToRef(convertedColor: Color4): Color4;
  68975. /**
  68976. * Creates a new Color4 from the string containing valid hexadecimal values
  68977. * @param hex defines a string containing valid hexadecimal values
  68978. * @returns a new Color4 object
  68979. */
  68980. static FromHexString(hex: string): Color4;
  68981. /**
  68982. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68983. * @param left defines the start value
  68984. * @param right defines the end value
  68985. * @param amount defines the gradient factor
  68986. * @returns a new Color4 object
  68987. */
  68988. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  68989. /**
  68990. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68991. * @param left defines the start value
  68992. * @param right defines the end value
  68993. * @param amount defines the gradient factor
  68994. * @param result defines the Color4 object where to store data
  68995. */
  68996. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  68997. /**
  68998. * Creates a new Color4 from a Color3 and an alpha value
  68999. * @param color3 defines the source Color3 to read from
  69000. * @param alpha defines the alpha component (1.0 by default)
  69001. * @returns a new Color4 object
  69002. */
  69003. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69004. /**
  69005. * Creates a new Color4 from the starting index element of the given array
  69006. * @param array defines the source array to read from
  69007. * @param offset defines the offset in the source array
  69008. * @returns a new Color4 object
  69009. */
  69010. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69011. /**
  69012. * Creates a new Color3 from integer values (< 256)
  69013. * @param r defines the red component to read from (value between 0 and 255)
  69014. * @param g defines the green component to read from (value between 0 and 255)
  69015. * @param b defines the blue component to read from (value between 0 and 255)
  69016. * @param a defines the alpha component to read from (value between 0 and 255)
  69017. * @returns a new Color3 object
  69018. */
  69019. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69020. /**
  69021. * Check the content of a given array and convert it to an array containing RGBA data
  69022. * If the original array was already containing count * 4 values then it is returned directly
  69023. * @param colors defines the array to check
  69024. * @param count defines the number of RGBA data to expect
  69025. * @returns an array containing count * 4 values (RGBA)
  69026. */
  69027. static CheckColors4(colors: number[], count: number): number[];
  69028. }
  69029. /**
  69030. * @hidden
  69031. */
  69032. export class TmpColors {
  69033. static Color3: Color3[];
  69034. static Color4: Color4[];
  69035. }
  69036. }
  69037. declare module BABYLON {
  69038. /**
  69039. * Class representing spherical harmonics coefficients to the 3rd degree
  69040. */
  69041. export class SphericalHarmonics {
  69042. /**
  69043. * Defines whether or not the harmonics have been prescaled for rendering.
  69044. */
  69045. preScaled: boolean;
  69046. /**
  69047. * The l0,0 coefficients of the spherical harmonics
  69048. */
  69049. l00: Vector3;
  69050. /**
  69051. * The l1,-1 coefficients of the spherical harmonics
  69052. */
  69053. l1_1: Vector3;
  69054. /**
  69055. * The l1,0 coefficients of the spherical harmonics
  69056. */
  69057. l10: Vector3;
  69058. /**
  69059. * The l1,1 coefficients of the spherical harmonics
  69060. */
  69061. l11: Vector3;
  69062. /**
  69063. * The l2,-2 coefficients of the spherical harmonics
  69064. */
  69065. l2_2: Vector3;
  69066. /**
  69067. * The l2,-1 coefficients of the spherical harmonics
  69068. */
  69069. l2_1: Vector3;
  69070. /**
  69071. * The l2,0 coefficients of the spherical harmonics
  69072. */
  69073. l20: Vector3;
  69074. /**
  69075. * The l2,1 coefficients of the spherical harmonics
  69076. */
  69077. l21: Vector3;
  69078. /**
  69079. * The l2,2 coefficients of the spherical harmonics
  69080. */
  69081. l22: Vector3;
  69082. /**
  69083. * Adds a light to the spherical harmonics
  69084. * @param direction the direction of the light
  69085. * @param color the color of the light
  69086. * @param deltaSolidAngle the delta solid angle of the light
  69087. */
  69088. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69089. /**
  69090. * Scales the spherical harmonics by the given amount
  69091. * @param scale the amount to scale
  69092. */
  69093. scaleInPlace(scale: number): void;
  69094. /**
  69095. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69096. *
  69097. * ```
  69098. * E_lm = A_l * L_lm
  69099. * ```
  69100. *
  69101. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69102. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69103. * the scaling factors are given in equation 9.
  69104. */
  69105. convertIncidentRadianceToIrradiance(): void;
  69106. /**
  69107. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69108. *
  69109. * ```
  69110. * L = (1/pi) * E * rho
  69111. * ```
  69112. *
  69113. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69114. */
  69115. convertIrradianceToLambertianRadiance(): void;
  69116. /**
  69117. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69118. * required operations at run time.
  69119. *
  69120. * This is simply done by scaling back the SH with Ylm constants parameter.
  69121. * The trigonometric part being applied by the shader at run time.
  69122. */
  69123. preScaleForRendering(): void;
  69124. /**
  69125. * Constructs a spherical harmonics from an array.
  69126. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69127. * @returns the spherical harmonics
  69128. */
  69129. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69130. /**
  69131. * Gets the spherical harmonics from polynomial
  69132. * @param polynomial the spherical polynomial
  69133. * @returns the spherical harmonics
  69134. */
  69135. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69136. }
  69137. /**
  69138. * Class representing spherical polynomial coefficients to the 3rd degree
  69139. */
  69140. export class SphericalPolynomial {
  69141. private _harmonics;
  69142. /**
  69143. * The spherical harmonics used to create the polynomials.
  69144. */
  69145. readonly preScaledHarmonics: SphericalHarmonics;
  69146. /**
  69147. * The x coefficients of the spherical polynomial
  69148. */
  69149. x: Vector3;
  69150. /**
  69151. * The y coefficients of the spherical polynomial
  69152. */
  69153. y: Vector3;
  69154. /**
  69155. * The z coefficients of the spherical polynomial
  69156. */
  69157. z: Vector3;
  69158. /**
  69159. * The xx coefficients of the spherical polynomial
  69160. */
  69161. xx: Vector3;
  69162. /**
  69163. * The yy coefficients of the spherical polynomial
  69164. */
  69165. yy: Vector3;
  69166. /**
  69167. * The zz coefficients of the spherical polynomial
  69168. */
  69169. zz: Vector3;
  69170. /**
  69171. * The xy coefficients of the spherical polynomial
  69172. */
  69173. xy: Vector3;
  69174. /**
  69175. * The yz coefficients of the spherical polynomial
  69176. */
  69177. yz: Vector3;
  69178. /**
  69179. * The zx coefficients of the spherical polynomial
  69180. */
  69181. zx: Vector3;
  69182. /**
  69183. * Adds an ambient color to the spherical polynomial
  69184. * @param color the color to add
  69185. */
  69186. addAmbient(color: Color3): void;
  69187. /**
  69188. * Scales the spherical polynomial by the given amount
  69189. * @param scale the amount to scale
  69190. */
  69191. scaleInPlace(scale: number): void;
  69192. /**
  69193. * Gets the spherical polynomial from harmonics
  69194. * @param harmonics the spherical harmonics
  69195. * @returns the spherical polynomial
  69196. */
  69197. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69198. /**
  69199. * Constructs a spherical polynomial from an array.
  69200. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69201. * @returns the spherical polynomial
  69202. */
  69203. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69204. }
  69205. }
  69206. declare module BABYLON {
  69207. /**
  69208. * Define options used to create a render target texture
  69209. */
  69210. export class RenderTargetCreationOptions {
  69211. /**
  69212. * Specifies is mipmaps must be generated
  69213. */
  69214. generateMipMaps?: boolean;
  69215. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69216. generateDepthBuffer?: boolean;
  69217. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69218. generateStencilBuffer?: boolean;
  69219. /** Defines texture type (int by default) */
  69220. type?: number;
  69221. /** Defines sampling mode (trilinear by default) */
  69222. samplingMode?: number;
  69223. /** Defines format (RGBA by default) */
  69224. format?: number;
  69225. }
  69226. }
  69227. declare module BABYLON {
  69228. /**
  69229. * @hidden
  69230. **/
  69231. export class _AlphaState {
  69232. private _isAlphaBlendDirty;
  69233. private _isBlendFunctionParametersDirty;
  69234. private _isBlendEquationParametersDirty;
  69235. private _isBlendConstantsDirty;
  69236. private _alphaBlend;
  69237. private _blendFunctionParameters;
  69238. private _blendEquationParameters;
  69239. private _blendConstants;
  69240. /**
  69241. * Initializes the state.
  69242. */
  69243. constructor();
  69244. readonly isDirty: boolean;
  69245. alphaBlend: boolean;
  69246. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69247. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69248. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69249. reset(): void;
  69250. apply(gl: WebGLRenderingContext): void;
  69251. }
  69252. }
  69253. declare module BABYLON {
  69254. /**
  69255. * @hidden
  69256. **/
  69257. export class _DepthCullingState {
  69258. private _isDepthTestDirty;
  69259. private _isDepthMaskDirty;
  69260. private _isDepthFuncDirty;
  69261. private _isCullFaceDirty;
  69262. private _isCullDirty;
  69263. private _isZOffsetDirty;
  69264. private _isFrontFaceDirty;
  69265. private _depthTest;
  69266. private _depthMask;
  69267. private _depthFunc;
  69268. private _cull;
  69269. private _cullFace;
  69270. private _zOffset;
  69271. private _frontFace;
  69272. /**
  69273. * Initializes the state.
  69274. */
  69275. constructor();
  69276. readonly isDirty: boolean;
  69277. zOffset: number;
  69278. cullFace: Nullable<number>;
  69279. cull: Nullable<boolean>;
  69280. depthFunc: Nullable<number>;
  69281. depthMask: boolean;
  69282. depthTest: boolean;
  69283. frontFace: Nullable<number>;
  69284. reset(): void;
  69285. apply(gl: WebGLRenderingContext): void;
  69286. }
  69287. }
  69288. declare module BABYLON {
  69289. /**
  69290. * @hidden
  69291. **/
  69292. export class _StencilState {
  69293. /** 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 */
  69294. static readonly ALWAYS: number;
  69295. /** Passed to stencilOperation to specify that stencil value must be kept */
  69296. static readonly KEEP: number;
  69297. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69298. static readonly REPLACE: number;
  69299. private _isStencilTestDirty;
  69300. private _isStencilMaskDirty;
  69301. private _isStencilFuncDirty;
  69302. private _isStencilOpDirty;
  69303. private _stencilTest;
  69304. private _stencilMask;
  69305. private _stencilFunc;
  69306. private _stencilFuncRef;
  69307. private _stencilFuncMask;
  69308. private _stencilOpStencilFail;
  69309. private _stencilOpDepthFail;
  69310. private _stencilOpStencilDepthPass;
  69311. readonly isDirty: boolean;
  69312. stencilFunc: number;
  69313. stencilFuncRef: number;
  69314. stencilFuncMask: number;
  69315. stencilOpStencilFail: number;
  69316. stencilOpDepthFail: number;
  69317. stencilOpStencilDepthPass: number;
  69318. stencilMask: number;
  69319. stencilTest: boolean;
  69320. constructor();
  69321. reset(): void;
  69322. apply(gl: WebGLRenderingContext): void;
  69323. }
  69324. }
  69325. declare module BABYLON {
  69326. /**
  69327. * @hidden
  69328. **/
  69329. export class _TimeToken {
  69330. _startTimeQuery: Nullable<WebGLQuery>;
  69331. _endTimeQuery: Nullable<WebGLQuery>;
  69332. _timeElapsedQuery: Nullable<WebGLQuery>;
  69333. _timeElapsedQueryEnded: boolean;
  69334. }
  69335. }
  69336. declare module BABYLON {
  69337. /**
  69338. * Class used to evalaute queries containing `and` and `or` operators
  69339. */
  69340. export class AndOrNotEvaluator {
  69341. /**
  69342. * Evaluate a query
  69343. * @param query defines the query to evaluate
  69344. * @param evaluateCallback defines the callback used to filter result
  69345. * @returns true if the query matches
  69346. */
  69347. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69348. private static _HandleParenthesisContent;
  69349. private static _SimplifyNegation;
  69350. }
  69351. }
  69352. declare module BABYLON {
  69353. /**
  69354. * Class used to store custom tags
  69355. */
  69356. export class Tags {
  69357. /**
  69358. * Adds support for tags on the given object
  69359. * @param obj defines the object to use
  69360. */
  69361. static EnableFor(obj: any): void;
  69362. /**
  69363. * Removes tags support
  69364. * @param obj defines the object to use
  69365. */
  69366. static DisableFor(obj: any): void;
  69367. /**
  69368. * Gets a boolean indicating if the given object has tags
  69369. * @param obj defines the object to use
  69370. * @returns a boolean
  69371. */
  69372. static HasTags(obj: any): boolean;
  69373. /**
  69374. * Gets the tags available on a given object
  69375. * @param obj defines the object to use
  69376. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69377. * @returns the tags
  69378. */
  69379. static GetTags(obj: any, asString?: boolean): any;
  69380. /**
  69381. * Adds tags to an object
  69382. * @param obj defines the object to use
  69383. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69384. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69385. */
  69386. static AddTagsTo(obj: any, tagsString: string): void;
  69387. /**
  69388. * @hidden
  69389. */
  69390. static _AddTagTo(obj: any, tag: string): void;
  69391. /**
  69392. * Removes specific tags from a specific object
  69393. * @param obj defines the object to use
  69394. * @param tagsString defines the tags to remove
  69395. */
  69396. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69397. /**
  69398. * @hidden
  69399. */
  69400. static _RemoveTagFrom(obj: any, tag: string): void;
  69401. /**
  69402. * Defines if tags hosted on an object match a given query
  69403. * @param obj defines the object to use
  69404. * @param tagsQuery defines the tag query
  69405. * @returns a boolean
  69406. */
  69407. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69408. }
  69409. }
  69410. declare module BABYLON {
  69411. /**
  69412. * Defines potential orientation for back face culling
  69413. */
  69414. export enum Orientation {
  69415. /**
  69416. * Clockwise
  69417. */
  69418. CW = 0,
  69419. /** Counter clockwise */
  69420. CCW = 1
  69421. }
  69422. /** Class used to represent a Bezier curve */
  69423. export class BezierCurve {
  69424. /**
  69425. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69426. * @param t defines the time
  69427. * @param x1 defines the left coordinate on X axis
  69428. * @param y1 defines the left coordinate on Y axis
  69429. * @param x2 defines the right coordinate on X axis
  69430. * @param y2 defines the right coordinate on Y axis
  69431. * @returns the interpolated value
  69432. */
  69433. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69434. }
  69435. /**
  69436. * Defines angle representation
  69437. */
  69438. export class Angle {
  69439. private _radians;
  69440. /**
  69441. * Creates an Angle object of "radians" radians (float).
  69442. * @param radians the angle in radians
  69443. */
  69444. constructor(radians: number);
  69445. /**
  69446. * Get value in degrees
  69447. * @returns the Angle value in degrees (float)
  69448. */
  69449. degrees(): number;
  69450. /**
  69451. * Get value in radians
  69452. * @returns the Angle value in radians (float)
  69453. */
  69454. radians(): number;
  69455. /**
  69456. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69457. * @param a defines first vector
  69458. * @param b defines second vector
  69459. * @returns a new Angle
  69460. */
  69461. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69462. /**
  69463. * Gets a new Angle object from the given float in radians
  69464. * @param radians defines the angle value in radians
  69465. * @returns a new Angle
  69466. */
  69467. static FromRadians(radians: number): Angle;
  69468. /**
  69469. * Gets a new Angle object from the given float in degrees
  69470. * @param degrees defines the angle value in degrees
  69471. * @returns a new Angle
  69472. */
  69473. static FromDegrees(degrees: number): Angle;
  69474. }
  69475. /**
  69476. * This represents an arc in a 2d space.
  69477. */
  69478. export class Arc2 {
  69479. /** Defines the start point of the arc */
  69480. startPoint: Vector2;
  69481. /** Defines the mid point of the arc */
  69482. midPoint: Vector2;
  69483. /** Defines the end point of the arc */
  69484. endPoint: Vector2;
  69485. /**
  69486. * Defines the center point of the arc.
  69487. */
  69488. centerPoint: Vector2;
  69489. /**
  69490. * Defines the radius of the arc.
  69491. */
  69492. radius: number;
  69493. /**
  69494. * Defines the angle of the arc (from mid point to end point).
  69495. */
  69496. angle: Angle;
  69497. /**
  69498. * Defines the start angle of the arc (from start point to middle point).
  69499. */
  69500. startAngle: Angle;
  69501. /**
  69502. * Defines the orientation of the arc (clock wise/counter clock wise).
  69503. */
  69504. orientation: Orientation;
  69505. /**
  69506. * Creates an Arc object from the three given points : start, middle and end.
  69507. * @param startPoint Defines the start point of the arc
  69508. * @param midPoint Defines the midlle point of the arc
  69509. * @param endPoint Defines the end point of the arc
  69510. */
  69511. constructor(
  69512. /** Defines the start point of the arc */
  69513. startPoint: Vector2,
  69514. /** Defines the mid point of the arc */
  69515. midPoint: Vector2,
  69516. /** Defines the end point of the arc */
  69517. endPoint: Vector2);
  69518. }
  69519. /**
  69520. * Represents a 2D path made up of multiple 2D points
  69521. */
  69522. export class Path2 {
  69523. private _points;
  69524. private _length;
  69525. /**
  69526. * If the path start and end point are the same
  69527. */
  69528. closed: boolean;
  69529. /**
  69530. * Creates a Path2 object from the starting 2D coordinates x and y.
  69531. * @param x the starting points x value
  69532. * @param y the starting points y value
  69533. */
  69534. constructor(x: number, y: number);
  69535. /**
  69536. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69537. * @param x the added points x value
  69538. * @param y the added points y value
  69539. * @returns the updated Path2.
  69540. */
  69541. addLineTo(x: number, y: number): Path2;
  69542. /**
  69543. * 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.
  69544. * @param midX middle point x value
  69545. * @param midY middle point y value
  69546. * @param endX end point x value
  69547. * @param endY end point y value
  69548. * @param numberOfSegments (default: 36)
  69549. * @returns the updated Path2.
  69550. */
  69551. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69552. /**
  69553. * Closes the Path2.
  69554. * @returns the Path2.
  69555. */
  69556. close(): Path2;
  69557. /**
  69558. * Gets the sum of the distance between each sequential point in the path
  69559. * @returns the Path2 total length (float).
  69560. */
  69561. length(): number;
  69562. /**
  69563. * Gets the points which construct the path
  69564. * @returns the Path2 internal array of points.
  69565. */
  69566. getPoints(): Vector2[];
  69567. /**
  69568. * Retreives the point at the distance aways from the starting point
  69569. * @param normalizedLengthPosition the length along the path to retreive the point from
  69570. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69571. */
  69572. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69573. /**
  69574. * Creates a new path starting from an x and y position
  69575. * @param x starting x value
  69576. * @param y starting y value
  69577. * @returns a new Path2 starting at the coordinates (x, y).
  69578. */
  69579. static StartingAt(x: number, y: number): Path2;
  69580. }
  69581. /**
  69582. * Represents a 3D path made up of multiple 3D points
  69583. */
  69584. export class Path3D {
  69585. /**
  69586. * an array of Vector3, the curve axis of the Path3D
  69587. */
  69588. path: Vector3[];
  69589. private _curve;
  69590. private _distances;
  69591. private _tangents;
  69592. private _normals;
  69593. private _binormals;
  69594. private _raw;
  69595. /**
  69596. * new Path3D(path, normal, raw)
  69597. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69598. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69599. * @param path an array of Vector3, the curve axis of the Path3D
  69600. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69601. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69602. */
  69603. constructor(
  69604. /**
  69605. * an array of Vector3, the curve axis of the Path3D
  69606. */
  69607. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69608. /**
  69609. * Returns the Path3D array of successive Vector3 designing its curve.
  69610. * @returns the Path3D array of successive Vector3 designing its curve.
  69611. */
  69612. getCurve(): Vector3[];
  69613. /**
  69614. * Returns an array populated with tangent vectors on each Path3D curve point.
  69615. * @returns an array populated with tangent vectors on each Path3D curve point.
  69616. */
  69617. getTangents(): Vector3[];
  69618. /**
  69619. * Returns an array populated with normal vectors on each Path3D curve point.
  69620. * @returns an array populated with normal vectors on each Path3D curve point.
  69621. */
  69622. getNormals(): Vector3[];
  69623. /**
  69624. * Returns an array populated with binormal vectors on each Path3D curve point.
  69625. * @returns an array populated with binormal vectors on each Path3D curve point.
  69626. */
  69627. getBinormals(): Vector3[];
  69628. /**
  69629. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69630. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69631. */
  69632. getDistances(): number[];
  69633. /**
  69634. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69635. * @param path path which all values are copied into the curves points
  69636. * @param firstNormal which should be projected onto the curve
  69637. * @returns the same object updated.
  69638. */
  69639. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69640. private _compute;
  69641. private _getFirstNonNullVector;
  69642. private _getLastNonNullVector;
  69643. private _normalVector;
  69644. }
  69645. /**
  69646. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69647. * A Curve3 is designed from a series of successive Vector3.
  69648. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69649. */
  69650. export class Curve3 {
  69651. private _points;
  69652. private _length;
  69653. /**
  69654. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69655. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69656. * @param v1 (Vector3) the control point
  69657. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69658. * @param nbPoints (integer) the wanted number of points in the curve
  69659. * @returns the created Curve3
  69660. */
  69661. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69662. /**
  69663. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69664. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69665. * @param v1 (Vector3) the first control point
  69666. * @param v2 (Vector3) the second control point
  69667. * @param v3 (Vector3) the end point of the Cubic Bezier
  69668. * @param nbPoints (integer) the wanted number of points in the curve
  69669. * @returns the created Curve3
  69670. */
  69671. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69672. /**
  69673. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69674. * @param p1 (Vector3) the origin point of the Hermite Spline
  69675. * @param t1 (Vector3) the tangent vector at the origin point
  69676. * @param p2 (Vector3) the end point of the Hermite Spline
  69677. * @param t2 (Vector3) the tangent vector at the end point
  69678. * @param nbPoints (integer) the wanted number of points in the curve
  69679. * @returns the created Curve3
  69680. */
  69681. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69682. /**
  69683. * Returns a Curve3 object along a CatmullRom Spline curve :
  69684. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69685. * @param nbPoints (integer) the wanted number of points between each curve control points
  69686. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69687. * @returns the created Curve3
  69688. */
  69689. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69690. /**
  69691. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69692. * A Curve3 is designed from a series of successive Vector3.
  69693. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69694. * @param points points which make up the curve
  69695. */
  69696. constructor(points: Vector3[]);
  69697. /**
  69698. * @returns the Curve3 stored array of successive Vector3
  69699. */
  69700. getPoints(): Vector3[];
  69701. /**
  69702. * @returns the computed length (float) of the curve.
  69703. */
  69704. length(): number;
  69705. /**
  69706. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69707. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69708. * curveA and curveB keep unchanged.
  69709. * @param curve the curve to continue from this curve
  69710. * @returns the newly constructed curve
  69711. */
  69712. continue(curve: DeepImmutable<Curve3>): Curve3;
  69713. private _computeLength;
  69714. }
  69715. }
  69716. declare module BABYLON {
  69717. /**
  69718. * This represents the main contract an easing function should follow.
  69719. * Easing functions are used throughout the animation system.
  69720. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69721. */
  69722. export interface IEasingFunction {
  69723. /**
  69724. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69725. * of the easing function.
  69726. * The link below provides some of the most common examples of easing functions.
  69727. * @see https://easings.net/
  69728. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69729. * @returns the corresponding value on the curve defined by the easing function
  69730. */
  69731. ease(gradient: number): number;
  69732. }
  69733. /**
  69734. * Base class used for every default easing function.
  69735. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69736. */
  69737. export class EasingFunction implements IEasingFunction {
  69738. /**
  69739. * Interpolation follows the mathematical formula associated with the easing function.
  69740. */
  69741. static readonly EASINGMODE_EASEIN: number;
  69742. /**
  69743. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69744. */
  69745. static readonly EASINGMODE_EASEOUT: number;
  69746. /**
  69747. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69748. */
  69749. static readonly EASINGMODE_EASEINOUT: number;
  69750. private _easingMode;
  69751. /**
  69752. * Sets the easing mode of the current function.
  69753. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69754. */
  69755. setEasingMode(easingMode: number): void;
  69756. /**
  69757. * Gets the current easing mode.
  69758. * @returns the easing mode
  69759. */
  69760. getEasingMode(): number;
  69761. /**
  69762. * @hidden
  69763. */
  69764. easeInCore(gradient: number): number;
  69765. /**
  69766. * Given an input gradient between 0 and 1, this returns the corresponding value
  69767. * of the easing function.
  69768. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69769. * @returns the corresponding value on the curve defined by the easing function
  69770. */
  69771. ease(gradient: number): number;
  69772. }
  69773. /**
  69774. * Easing function with a circle shape (see link below).
  69775. * @see https://easings.net/#easeInCirc
  69776. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69777. */
  69778. export class CircleEase extends EasingFunction implements IEasingFunction {
  69779. /** @hidden */
  69780. easeInCore(gradient: number): number;
  69781. }
  69782. /**
  69783. * Easing function with a ease back shape (see link below).
  69784. * @see https://easings.net/#easeInBack
  69785. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69786. */
  69787. export class BackEase extends EasingFunction implements IEasingFunction {
  69788. /** Defines the amplitude of the function */
  69789. amplitude: number;
  69790. /**
  69791. * Instantiates a back ease easing
  69792. * @see https://easings.net/#easeInBack
  69793. * @param amplitude Defines the amplitude of the function
  69794. */
  69795. constructor(
  69796. /** Defines the amplitude of the function */
  69797. amplitude?: number);
  69798. /** @hidden */
  69799. easeInCore(gradient: number): number;
  69800. }
  69801. /**
  69802. * Easing function with a bouncing shape (see link below).
  69803. * @see https://easings.net/#easeInBounce
  69804. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69805. */
  69806. export class BounceEase extends EasingFunction implements IEasingFunction {
  69807. /** Defines the number of bounces */
  69808. bounces: number;
  69809. /** Defines the amplitude of the bounce */
  69810. bounciness: number;
  69811. /**
  69812. * Instantiates a bounce easing
  69813. * @see https://easings.net/#easeInBounce
  69814. * @param bounces Defines the number of bounces
  69815. * @param bounciness Defines the amplitude of the bounce
  69816. */
  69817. constructor(
  69818. /** Defines the number of bounces */
  69819. bounces?: number,
  69820. /** Defines the amplitude of the bounce */
  69821. bounciness?: number);
  69822. /** @hidden */
  69823. easeInCore(gradient: number): number;
  69824. }
  69825. /**
  69826. * Easing function with a power of 3 shape (see link below).
  69827. * @see https://easings.net/#easeInCubic
  69828. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69829. */
  69830. export class CubicEase extends EasingFunction implements IEasingFunction {
  69831. /** @hidden */
  69832. easeInCore(gradient: number): number;
  69833. }
  69834. /**
  69835. * Easing function with an elastic shape (see link below).
  69836. * @see https://easings.net/#easeInElastic
  69837. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69838. */
  69839. export class ElasticEase extends EasingFunction implements IEasingFunction {
  69840. /** Defines the number of oscillations*/
  69841. oscillations: number;
  69842. /** Defines the amplitude of the oscillations*/
  69843. springiness: number;
  69844. /**
  69845. * Instantiates an elastic easing function
  69846. * @see https://easings.net/#easeInElastic
  69847. * @param oscillations Defines the number of oscillations
  69848. * @param springiness Defines the amplitude of the oscillations
  69849. */
  69850. constructor(
  69851. /** Defines the number of oscillations*/
  69852. oscillations?: number,
  69853. /** Defines the amplitude of the oscillations*/
  69854. springiness?: number);
  69855. /** @hidden */
  69856. easeInCore(gradient: number): number;
  69857. }
  69858. /**
  69859. * Easing function with an exponential shape (see link below).
  69860. * @see https://easings.net/#easeInExpo
  69861. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69862. */
  69863. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  69864. /** Defines the exponent of the function */
  69865. exponent: number;
  69866. /**
  69867. * Instantiates an exponential easing function
  69868. * @see https://easings.net/#easeInExpo
  69869. * @param exponent Defines the exponent of the function
  69870. */
  69871. constructor(
  69872. /** Defines the exponent of the function */
  69873. exponent?: number);
  69874. /** @hidden */
  69875. easeInCore(gradient: number): number;
  69876. }
  69877. /**
  69878. * Easing function with a power shape (see link below).
  69879. * @see https://easings.net/#easeInQuad
  69880. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69881. */
  69882. export class PowerEase extends EasingFunction implements IEasingFunction {
  69883. /** Defines the power of the function */
  69884. power: number;
  69885. /**
  69886. * Instantiates an power base easing function
  69887. * @see https://easings.net/#easeInQuad
  69888. * @param power Defines the power of the function
  69889. */
  69890. constructor(
  69891. /** Defines the power of the function */
  69892. power?: number);
  69893. /** @hidden */
  69894. easeInCore(gradient: number): number;
  69895. }
  69896. /**
  69897. * Easing function with a power of 2 shape (see link below).
  69898. * @see https://easings.net/#easeInQuad
  69899. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69900. */
  69901. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  69902. /** @hidden */
  69903. easeInCore(gradient: number): number;
  69904. }
  69905. /**
  69906. * Easing function with a power of 4 shape (see link below).
  69907. * @see https://easings.net/#easeInQuart
  69908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69909. */
  69910. export class QuarticEase extends EasingFunction implements IEasingFunction {
  69911. /** @hidden */
  69912. easeInCore(gradient: number): number;
  69913. }
  69914. /**
  69915. * Easing function with a power of 5 shape (see link below).
  69916. * @see https://easings.net/#easeInQuint
  69917. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69918. */
  69919. export class QuinticEase extends EasingFunction implements IEasingFunction {
  69920. /** @hidden */
  69921. easeInCore(gradient: number): number;
  69922. }
  69923. /**
  69924. * Easing function with a sin shape (see link below).
  69925. * @see https://easings.net/#easeInSine
  69926. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69927. */
  69928. export class SineEase extends EasingFunction implements IEasingFunction {
  69929. /** @hidden */
  69930. easeInCore(gradient: number): number;
  69931. }
  69932. /**
  69933. * Easing function with a bezier shape (see link below).
  69934. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69935. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69936. */
  69937. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  69938. /** Defines the x component of the start tangent in the bezier curve */
  69939. x1: number;
  69940. /** Defines the y component of the start tangent in the bezier curve */
  69941. y1: number;
  69942. /** Defines the x component of the end tangent in the bezier curve */
  69943. x2: number;
  69944. /** Defines the y component of the end tangent in the bezier curve */
  69945. y2: number;
  69946. /**
  69947. * Instantiates a bezier function
  69948. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69949. * @param x1 Defines the x component of the start tangent in the bezier curve
  69950. * @param y1 Defines the y component of the start tangent in the bezier curve
  69951. * @param x2 Defines the x component of the end tangent in the bezier curve
  69952. * @param y2 Defines the y component of the end tangent in the bezier curve
  69953. */
  69954. constructor(
  69955. /** Defines the x component of the start tangent in the bezier curve */
  69956. x1?: number,
  69957. /** Defines the y component of the start tangent in the bezier curve */
  69958. y1?: number,
  69959. /** Defines the x component of the end tangent in the bezier curve */
  69960. x2?: number,
  69961. /** Defines the y component of the end tangent in the bezier curve */
  69962. y2?: number);
  69963. /** @hidden */
  69964. easeInCore(gradient: number): number;
  69965. }
  69966. }
  69967. declare module BABYLON {
  69968. /**
  69969. * Defines an interface which represents an animation key frame
  69970. */
  69971. export interface IAnimationKey {
  69972. /**
  69973. * Frame of the key frame
  69974. */
  69975. frame: number;
  69976. /**
  69977. * Value at the specifies key frame
  69978. */
  69979. value: any;
  69980. /**
  69981. * The input tangent for the cubic hermite spline
  69982. */
  69983. inTangent?: any;
  69984. /**
  69985. * The output tangent for the cubic hermite spline
  69986. */
  69987. outTangent?: any;
  69988. /**
  69989. * The animation interpolation type
  69990. */
  69991. interpolation?: AnimationKeyInterpolation;
  69992. }
  69993. /**
  69994. * Enum for the animation key frame interpolation type
  69995. */
  69996. export enum AnimationKeyInterpolation {
  69997. /**
  69998. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  69999. */
  70000. STEP = 1
  70001. }
  70002. }
  70003. declare module BABYLON {
  70004. /**
  70005. * Represents the range of an animation
  70006. */
  70007. export class AnimationRange {
  70008. /**The name of the animation range**/
  70009. name: string;
  70010. /**The starting frame of the animation */
  70011. from: number;
  70012. /**The ending frame of the animation*/
  70013. to: number;
  70014. /**
  70015. * Initializes the range of an animation
  70016. * @param name The name of the animation range
  70017. * @param from The starting frame of the animation
  70018. * @param to The ending frame of the animation
  70019. */
  70020. constructor(
  70021. /**The name of the animation range**/
  70022. name: string,
  70023. /**The starting frame of the animation */
  70024. from: number,
  70025. /**The ending frame of the animation*/
  70026. to: number);
  70027. /**
  70028. * Makes a copy of the animation range
  70029. * @returns A copy of the animation range
  70030. */
  70031. clone(): AnimationRange;
  70032. }
  70033. }
  70034. declare module BABYLON {
  70035. /**
  70036. * Composed of a frame, and an action function
  70037. */
  70038. export class AnimationEvent {
  70039. /** The frame for which the event is triggered **/
  70040. frame: number;
  70041. /** The event to perform when triggered **/
  70042. action: (currentFrame: number) => void;
  70043. /** Specifies if the event should be triggered only once**/
  70044. onlyOnce?: boolean | undefined;
  70045. /**
  70046. * Specifies if the animation event is done
  70047. */
  70048. isDone: boolean;
  70049. /**
  70050. * Initializes the animation event
  70051. * @param frame The frame for which the event is triggered
  70052. * @param action The event to perform when triggered
  70053. * @param onlyOnce Specifies if the event should be triggered only once
  70054. */
  70055. constructor(
  70056. /** The frame for which the event is triggered **/
  70057. frame: number,
  70058. /** The event to perform when triggered **/
  70059. action: (currentFrame: number) => void,
  70060. /** Specifies if the event should be triggered only once**/
  70061. onlyOnce?: boolean | undefined);
  70062. /** @hidden */
  70063. _clone(): AnimationEvent;
  70064. }
  70065. }
  70066. declare module BABYLON {
  70067. /**
  70068. * Interface used to define a behavior
  70069. */
  70070. export interface Behavior<T> {
  70071. /** gets or sets behavior's name */
  70072. name: string;
  70073. /**
  70074. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70075. */
  70076. init(): void;
  70077. /**
  70078. * Called when the behavior is attached to a target
  70079. * @param target defines the target where the behavior is attached to
  70080. */
  70081. attach(target: T): void;
  70082. /**
  70083. * Called when the behavior is detached from its target
  70084. */
  70085. detach(): void;
  70086. }
  70087. /**
  70088. * Interface implemented by classes supporting behaviors
  70089. */
  70090. export interface IBehaviorAware<T> {
  70091. /**
  70092. * Attach a behavior
  70093. * @param behavior defines the behavior to attach
  70094. * @returns the current host
  70095. */
  70096. addBehavior(behavior: Behavior<T>): T;
  70097. /**
  70098. * Remove a behavior from the current object
  70099. * @param behavior defines the behavior to detach
  70100. * @returns the current host
  70101. */
  70102. removeBehavior(behavior: Behavior<T>): T;
  70103. /**
  70104. * Gets a behavior using its name to search
  70105. * @param name defines the name to search
  70106. * @returns the behavior or null if not found
  70107. */
  70108. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70109. }
  70110. }
  70111. declare module BABYLON {
  70112. /**
  70113. * Defines an array and its length.
  70114. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70115. */
  70116. export interface ISmartArrayLike<T> {
  70117. /**
  70118. * The data of the array.
  70119. */
  70120. data: Array<T>;
  70121. /**
  70122. * The active length of the array.
  70123. */
  70124. length: number;
  70125. }
  70126. /**
  70127. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70128. */
  70129. export class SmartArray<T> implements ISmartArrayLike<T> {
  70130. /**
  70131. * The full set of data from the array.
  70132. */
  70133. data: Array<T>;
  70134. /**
  70135. * The active length of the array.
  70136. */
  70137. length: number;
  70138. protected _id: number;
  70139. /**
  70140. * Instantiates a Smart Array.
  70141. * @param capacity defines the default capacity of the array.
  70142. */
  70143. constructor(capacity: number);
  70144. /**
  70145. * Pushes a value at the end of the active data.
  70146. * @param value defines the object to push in the array.
  70147. */
  70148. push(value: T): void;
  70149. /**
  70150. * Iterates over the active data and apply the lambda to them.
  70151. * @param func defines the action to apply on each value.
  70152. */
  70153. forEach(func: (content: T) => void): void;
  70154. /**
  70155. * Sorts the full sets of data.
  70156. * @param compareFn defines the comparison function to apply.
  70157. */
  70158. sort(compareFn: (a: T, b: T) => number): void;
  70159. /**
  70160. * Resets the active data to an empty array.
  70161. */
  70162. reset(): void;
  70163. /**
  70164. * Releases all the data from the array as well as the array.
  70165. */
  70166. dispose(): void;
  70167. /**
  70168. * Concats the active data with a given array.
  70169. * @param array defines the data to concatenate with.
  70170. */
  70171. concat(array: any): void;
  70172. /**
  70173. * Returns the position of a value in the active data.
  70174. * @param value defines the value to find the index for
  70175. * @returns the index if found in the active data otherwise -1
  70176. */
  70177. indexOf(value: T): number;
  70178. /**
  70179. * Returns whether an element is part of the active data.
  70180. * @param value defines the value to look for
  70181. * @returns true if found in the active data otherwise false
  70182. */
  70183. contains(value: T): boolean;
  70184. private static _GlobalId;
  70185. }
  70186. /**
  70187. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70188. * The data in this array can only be present once
  70189. */
  70190. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70191. private _duplicateId;
  70192. /**
  70193. * Pushes a value at the end of the active data.
  70194. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70195. * @param value defines the object to push in the array.
  70196. */
  70197. push(value: T): void;
  70198. /**
  70199. * Pushes a value at the end of the active data.
  70200. * If the data is already present, it won t be added again
  70201. * @param value defines the object to push in the array.
  70202. * @returns true if added false if it was already present
  70203. */
  70204. pushNoDuplicate(value: T): boolean;
  70205. /**
  70206. * Resets the active data to an empty array.
  70207. */
  70208. reset(): void;
  70209. /**
  70210. * Concats the active data with a given array.
  70211. * This ensures no dupplicate will be present in the result.
  70212. * @param array defines the data to concatenate with.
  70213. */
  70214. concatWithNoDuplicate(array: any): void;
  70215. }
  70216. }
  70217. declare module BABYLON {
  70218. /**
  70219. * @ignore
  70220. * This is a list of all the different input types that are available in the application.
  70221. * Fo instance: ArcRotateCameraGamepadInput...
  70222. */
  70223. export var CameraInputTypes: {};
  70224. /**
  70225. * This is the contract to implement in order to create a new input class.
  70226. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70227. */
  70228. export interface ICameraInput<TCamera extends Camera> {
  70229. /**
  70230. * Defines the camera the input is attached to.
  70231. */
  70232. camera: Nullable<TCamera>;
  70233. /**
  70234. * Gets the class name of the current intput.
  70235. * @returns the class name
  70236. */
  70237. getClassName(): string;
  70238. /**
  70239. * Get the friendly name associated with the input class.
  70240. * @returns the input friendly name
  70241. */
  70242. getSimpleName(): string;
  70243. /**
  70244. * Attach the input controls to a specific dom element to get the input from.
  70245. * @param element Defines the element the controls should be listened from
  70246. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70247. */
  70248. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70249. /**
  70250. * Detach the current controls from the specified dom element.
  70251. * @param element Defines the element to stop listening the inputs from
  70252. */
  70253. detachControl(element: Nullable<HTMLElement>): void;
  70254. /**
  70255. * Update the current camera state depending on the inputs that have been used this frame.
  70256. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70257. */
  70258. checkInputs?: () => void;
  70259. }
  70260. /**
  70261. * Represents a map of input types to input instance or input index to input instance.
  70262. */
  70263. export interface CameraInputsMap<TCamera extends Camera> {
  70264. /**
  70265. * Accessor to the input by input type.
  70266. */
  70267. [name: string]: ICameraInput<TCamera>;
  70268. /**
  70269. * Accessor to the input by input index.
  70270. */
  70271. [idx: number]: ICameraInput<TCamera>;
  70272. }
  70273. /**
  70274. * This represents the input manager used within a camera.
  70275. * It helps dealing with all the different kind of input attached to a camera.
  70276. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70277. */
  70278. export class CameraInputsManager<TCamera extends Camera> {
  70279. /**
  70280. * Defines the list of inputs attahed to the camera.
  70281. */
  70282. attached: CameraInputsMap<TCamera>;
  70283. /**
  70284. * Defines the dom element the camera is collecting inputs from.
  70285. * This is null if the controls have not been attached.
  70286. */
  70287. attachedElement: Nullable<HTMLElement>;
  70288. /**
  70289. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70290. */
  70291. noPreventDefault: boolean;
  70292. /**
  70293. * Defined the camera the input manager belongs to.
  70294. */
  70295. camera: TCamera;
  70296. /**
  70297. * Update the current camera state depending on the inputs that have been used this frame.
  70298. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70299. */
  70300. checkInputs: () => void;
  70301. /**
  70302. * Instantiate a new Camera Input Manager.
  70303. * @param camera Defines the camera the input manager blongs to
  70304. */
  70305. constructor(camera: TCamera);
  70306. /**
  70307. * Add an input method to a camera
  70308. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70309. * @param input camera input method
  70310. */
  70311. add(input: ICameraInput<TCamera>): void;
  70312. /**
  70313. * Remove a specific input method from a camera
  70314. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70315. * @param inputToRemove camera input method
  70316. */
  70317. remove(inputToRemove: ICameraInput<TCamera>): void;
  70318. /**
  70319. * Remove a specific input type from a camera
  70320. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70321. * @param inputType the type of the input to remove
  70322. */
  70323. removeByType(inputType: string): void;
  70324. private _addCheckInputs;
  70325. /**
  70326. * Attach the input controls to the currently attached dom element to listen the events from.
  70327. * @param input Defines the input to attach
  70328. */
  70329. attachInput(input: ICameraInput<TCamera>): void;
  70330. /**
  70331. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70332. * @param element Defines the dom element to collect the events from
  70333. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70334. */
  70335. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70336. /**
  70337. * Detach the current manager inputs controls from a specific dom element.
  70338. * @param element Defines the dom element to collect the events from
  70339. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70340. */
  70341. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70342. /**
  70343. * Rebuild the dynamic inputCheck function from the current list of
  70344. * defined inputs in the manager.
  70345. */
  70346. rebuildInputCheck(): void;
  70347. /**
  70348. * Remove all attached input methods from a camera
  70349. */
  70350. clear(): void;
  70351. /**
  70352. * Serialize the current input manager attached to a camera.
  70353. * This ensures than once parsed,
  70354. * the input associated to the camera will be identical to the current ones
  70355. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70356. */
  70357. serialize(serializedCamera: any): void;
  70358. /**
  70359. * Parses an input manager serialized JSON to restore the previous list of inputs
  70360. * and states associated to a camera.
  70361. * @param parsedCamera Defines the JSON to parse
  70362. */
  70363. parse(parsedCamera: any): void;
  70364. }
  70365. }
  70366. declare module BABYLON {
  70367. /**
  70368. * @hidden
  70369. */
  70370. export class IntersectionInfo {
  70371. bu: Nullable<number>;
  70372. bv: Nullable<number>;
  70373. distance: number;
  70374. faceId: number;
  70375. subMeshId: number;
  70376. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70377. }
  70378. }
  70379. declare module BABYLON {
  70380. /**
  70381. * Represens a plane by the equation ax + by + cz + d = 0
  70382. */
  70383. export class Plane {
  70384. private static _TmpMatrix;
  70385. /**
  70386. * Normal of the plane (a,b,c)
  70387. */
  70388. normal: Vector3;
  70389. /**
  70390. * d component of the plane
  70391. */
  70392. d: number;
  70393. /**
  70394. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70395. * @param a a component of the plane
  70396. * @param b b component of the plane
  70397. * @param c c component of the plane
  70398. * @param d d component of the plane
  70399. */
  70400. constructor(a: number, b: number, c: number, d: number);
  70401. /**
  70402. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70403. */
  70404. asArray(): number[];
  70405. /**
  70406. * @returns a new plane copied from the current Plane.
  70407. */
  70408. clone(): Plane;
  70409. /**
  70410. * @returns the string "Plane".
  70411. */
  70412. getClassName(): string;
  70413. /**
  70414. * @returns the Plane hash code.
  70415. */
  70416. getHashCode(): number;
  70417. /**
  70418. * Normalize the current Plane in place.
  70419. * @returns the updated Plane.
  70420. */
  70421. normalize(): Plane;
  70422. /**
  70423. * Applies a transformation the plane and returns the result
  70424. * @param transformation the transformation matrix to be applied to the plane
  70425. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70426. */
  70427. transform(transformation: DeepImmutable<Matrix>): Plane;
  70428. /**
  70429. * Calcualtte the dot product between the point and the plane normal
  70430. * @param point point to calculate the dot product with
  70431. * @returns the dot product (float) of the point coordinates and the plane normal.
  70432. */
  70433. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70434. /**
  70435. * Updates the current Plane from the plane defined by the three given points.
  70436. * @param point1 one of the points used to contruct the plane
  70437. * @param point2 one of the points used to contruct the plane
  70438. * @param point3 one of the points used to contruct the plane
  70439. * @returns the updated Plane.
  70440. */
  70441. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70442. /**
  70443. * Checks if the plane is facing a given direction
  70444. * @param direction the direction to check if the plane is facing
  70445. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70446. * @returns True is the vector "direction" is the same side than the plane normal.
  70447. */
  70448. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70449. /**
  70450. * Calculates the distance to a point
  70451. * @param point point to calculate distance to
  70452. * @returns the signed distance (float) from the given point to the Plane.
  70453. */
  70454. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70455. /**
  70456. * Creates a plane from an array
  70457. * @param array the array to create a plane from
  70458. * @returns a new Plane from the given array.
  70459. */
  70460. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70461. /**
  70462. * Creates a plane from three points
  70463. * @param point1 point used to create the plane
  70464. * @param point2 point used to create the plane
  70465. * @param point3 point used to create the plane
  70466. * @returns a new Plane defined by the three given points.
  70467. */
  70468. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70469. /**
  70470. * Creates a plane from an origin point and a normal
  70471. * @param origin origin of the plane to be constructed
  70472. * @param normal normal of the plane to be constructed
  70473. * @returns a new Plane the normal vector to this plane at the given origin point.
  70474. * Note : the vector "normal" is updated because normalized.
  70475. */
  70476. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70477. /**
  70478. * Calculates the distance from a plane and a point
  70479. * @param origin origin of the plane to be constructed
  70480. * @param normal normal of the plane to be constructed
  70481. * @param point point to calculate distance to
  70482. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70483. */
  70484. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70485. }
  70486. }
  70487. declare module BABYLON {
  70488. /**
  70489. * Class used to store bounding sphere information
  70490. */
  70491. export class BoundingSphere {
  70492. /**
  70493. * Gets the center of the bounding sphere in local space
  70494. */
  70495. readonly center: Vector3;
  70496. /**
  70497. * Radius of the bounding sphere in local space
  70498. */
  70499. radius: number;
  70500. /**
  70501. * Gets the center of the bounding sphere in world space
  70502. */
  70503. readonly centerWorld: Vector3;
  70504. /**
  70505. * Radius of the bounding sphere in world space
  70506. */
  70507. radiusWorld: number;
  70508. /**
  70509. * Gets the minimum vector in local space
  70510. */
  70511. readonly minimum: Vector3;
  70512. /**
  70513. * Gets the maximum vector in local space
  70514. */
  70515. readonly maximum: Vector3;
  70516. private _worldMatrix;
  70517. private static readonly TmpVector3;
  70518. /**
  70519. * Creates a new bounding sphere
  70520. * @param min defines the minimum vector (in local space)
  70521. * @param max defines the maximum vector (in local space)
  70522. * @param worldMatrix defines the new world matrix
  70523. */
  70524. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70525. /**
  70526. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70527. * @param min defines the new minimum vector (in local space)
  70528. * @param max defines the new maximum vector (in local space)
  70529. * @param worldMatrix defines the new world matrix
  70530. */
  70531. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70532. /**
  70533. * Scale the current bounding sphere by applying a scale factor
  70534. * @param factor defines the scale factor to apply
  70535. * @returns the current bounding box
  70536. */
  70537. scale(factor: number): BoundingSphere;
  70538. /**
  70539. * Gets the world matrix of the bounding box
  70540. * @returns a matrix
  70541. */
  70542. getWorldMatrix(): DeepImmutable<Matrix>;
  70543. /** @hidden */
  70544. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70545. /**
  70546. * Tests if the bounding sphere is intersecting the frustum planes
  70547. * @param frustumPlanes defines the frustum planes to test
  70548. * @returns true if there is an intersection
  70549. */
  70550. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70551. /**
  70552. * Tests if the bounding sphere center is in between the frustum planes.
  70553. * Used for optimistic fast inclusion.
  70554. * @param frustumPlanes defines the frustum planes to test
  70555. * @returns true if the sphere center is in between the frustum planes
  70556. */
  70557. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70558. /**
  70559. * Tests if a point is inside the bounding sphere
  70560. * @param point defines the point to test
  70561. * @returns true if the point is inside the bounding sphere
  70562. */
  70563. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70564. /**
  70565. * Checks if two sphere intersct
  70566. * @param sphere0 sphere 0
  70567. * @param sphere1 sphere 1
  70568. * @returns true if the speres intersect
  70569. */
  70570. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70571. }
  70572. }
  70573. declare module BABYLON {
  70574. /**
  70575. * Class used to store bounding box information
  70576. */
  70577. export class BoundingBox implements ICullable {
  70578. /**
  70579. * Gets the 8 vectors representing the bounding box in local space
  70580. */
  70581. readonly vectors: Vector3[];
  70582. /**
  70583. * Gets the center of the bounding box in local space
  70584. */
  70585. readonly center: Vector3;
  70586. /**
  70587. * Gets the center of the bounding box in world space
  70588. */
  70589. readonly centerWorld: Vector3;
  70590. /**
  70591. * Gets the extend size in local space
  70592. */
  70593. readonly extendSize: Vector3;
  70594. /**
  70595. * Gets the extend size in world space
  70596. */
  70597. readonly extendSizeWorld: Vector3;
  70598. /**
  70599. * Gets the OBB (object bounding box) directions
  70600. */
  70601. readonly directions: Vector3[];
  70602. /**
  70603. * Gets the 8 vectors representing the bounding box in world space
  70604. */
  70605. readonly vectorsWorld: Vector3[];
  70606. /**
  70607. * Gets the minimum vector in world space
  70608. */
  70609. readonly minimumWorld: Vector3;
  70610. /**
  70611. * Gets the maximum vector in world space
  70612. */
  70613. readonly maximumWorld: Vector3;
  70614. /**
  70615. * Gets the minimum vector in local space
  70616. */
  70617. readonly minimum: Vector3;
  70618. /**
  70619. * Gets the maximum vector in local space
  70620. */
  70621. readonly maximum: Vector3;
  70622. private _worldMatrix;
  70623. private static readonly TmpVector3;
  70624. /**
  70625. * @hidden
  70626. */
  70627. _tag: number;
  70628. /**
  70629. * Creates a new bounding box
  70630. * @param min defines the minimum vector (in local space)
  70631. * @param max defines the maximum vector (in local space)
  70632. * @param worldMatrix defines the new world matrix
  70633. */
  70634. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70635. /**
  70636. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70637. * @param min defines the new minimum vector (in local space)
  70638. * @param max defines the new maximum vector (in local space)
  70639. * @param worldMatrix defines the new world matrix
  70640. */
  70641. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70642. /**
  70643. * Scale the current bounding box by applying a scale factor
  70644. * @param factor defines the scale factor to apply
  70645. * @returns the current bounding box
  70646. */
  70647. scale(factor: number): BoundingBox;
  70648. /**
  70649. * Gets the world matrix of the bounding box
  70650. * @returns a matrix
  70651. */
  70652. getWorldMatrix(): DeepImmutable<Matrix>;
  70653. /** @hidden */
  70654. _update(world: DeepImmutable<Matrix>): void;
  70655. /**
  70656. * Tests if the bounding box is intersecting the frustum planes
  70657. * @param frustumPlanes defines the frustum planes to test
  70658. * @returns true if there is an intersection
  70659. */
  70660. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70661. /**
  70662. * Tests if the bounding box is entirely inside the frustum planes
  70663. * @param frustumPlanes defines the frustum planes to test
  70664. * @returns true if there is an inclusion
  70665. */
  70666. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70667. /**
  70668. * Tests if a point is inside the bounding box
  70669. * @param point defines the point to test
  70670. * @returns true if the point is inside the bounding box
  70671. */
  70672. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70673. /**
  70674. * Tests if the bounding box intersects with a bounding sphere
  70675. * @param sphere defines the sphere to test
  70676. * @returns true if there is an intersection
  70677. */
  70678. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70679. /**
  70680. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70681. * @param min defines the min vector to use
  70682. * @param max defines the max vector to use
  70683. * @returns true if there is an intersection
  70684. */
  70685. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70686. /**
  70687. * Tests if two bounding boxes are intersections
  70688. * @param box0 defines the first box to test
  70689. * @param box1 defines the second box to test
  70690. * @returns true if there is an intersection
  70691. */
  70692. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70693. /**
  70694. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70695. * @param minPoint defines the minimum vector of the bounding box
  70696. * @param maxPoint defines the maximum vector of the bounding box
  70697. * @param sphereCenter defines the sphere center
  70698. * @param sphereRadius defines the sphere radius
  70699. * @returns true if there is an intersection
  70700. */
  70701. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70702. /**
  70703. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70704. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70705. * @param frustumPlanes defines the frustum planes to test
  70706. * @return true if there is an inclusion
  70707. */
  70708. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70709. /**
  70710. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70711. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70712. * @param frustumPlanes defines the frustum planes to test
  70713. * @return true if there is an intersection
  70714. */
  70715. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70716. }
  70717. }
  70718. declare module BABYLON {
  70719. /** @hidden */
  70720. export class Collider {
  70721. /** Define if a collision was found */
  70722. collisionFound: boolean;
  70723. /**
  70724. * Define last intersection point in local space
  70725. */
  70726. intersectionPoint: Vector3;
  70727. /**
  70728. * Define last collided mesh
  70729. */
  70730. collidedMesh: Nullable<AbstractMesh>;
  70731. private _collisionPoint;
  70732. private _planeIntersectionPoint;
  70733. private _tempVector;
  70734. private _tempVector2;
  70735. private _tempVector3;
  70736. private _tempVector4;
  70737. private _edge;
  70738. private _baseToVertex;
  70739. private _destinationPoint;
  70740. private _slidePlaneNormal;
  70741. private _displacementVector;
  70742. /** @hidden */
  70743. _radius: Vector3;
  70744. /** @hidden */
  70745. _retry: number;
  70746. private _velocity;
  70747. private _basePoint;
  70748. private _epsilon;
  70749. /** @hidden */
  70750. _velocityWorldLength: number;
  70751. /** @hidden */
  70752. _basePointWorld: Vector3;
  70753. private _velocityWorld;
  70754. private _normalizedVelocity;
  70755. /** @hidden */
  70756. _initialVelocity: Vector3;
  70757. /** @hidden */
  70758. _initialPosition: Vector3;
  70759. private _nearestDistance;
  70760. private _collisionMask;
  70761. collisionMask: number;
  70762. /**
  70763. * Gets the plane normal used to compute the sliding response (in local space)
  70764. */
  70765. readonly slidePlaneNormal: Vector3;
  70766. /** @hidden */
  70767. _initialize(source: Vector3, dir: Vector3, e: number): void;
  70768. /** @hidden */
  70769. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  70770. /** @hidden */
  70771. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  70772. /** @hidden */
  70773. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70774. /** @hidden */
  70775. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70776. /** @hidden */
  70777. _getResponse(pos: Vector3, vel: Vector3): void;
  70778. }
  70779. }
  70780. declare module BABYLON {
  70781. /**
  70782. * Interface for cullable objects
  70783. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  70784. */
  70785. export interface ICullable {
  70786. /**
  70787. * Checks if the object or part of the object is in the frustum
  70788. * @param frustumPlanes Camera near/planes
  70789. * @returns true if the object is in frustum otherwise false
  70790. */
  70791. isInFrustum(frustumPlanes: Plane[]): boolean;
  70792. /**
  70793. * Checks if a cullable object (mesh...) is in the camera frustum
  70794. * Unlike isInFrustum this cheks the full bounding box
  70795. * @param frustumPlanes Camera near/planes
  70796. * @returns true if the object is in frustum otherwise false
  70797. */
  70798. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  70799. }
  70800. /**
  70801. * Info for a bounding data of a mesh
  70802. */
  70803. export class BoundingInfo implements ICullable {
  70804. /**
  70805. * Bounding box for the mesh
  70806. */
  70807. readonly boundingBox: BoundingBox;
  70808. /**
  70809. * Bounding sphere for the mesh
  70810. */
  70811. readonly boundingSphere: BoundingSphere;
  70812. private _isLocked;
  70813. private static readonly TmpVector3;
  70814. /**
  70815. * Constructs bounding info
  70816. * @param minimum min vector of the bounding box/sphere
  70817. * @param maximum max vector of the bounding box/sphere
  70818. * @param worldMatrix defines the new world matrix
  70819. */
  70820. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70821. /**
  70822. * Recreates the entire bounding info from scratch as if we call the constructor in place
  70823. * @param min defines the new minimum vector (in local space)
  70824. * @param max defines the new maximum vector (in local space)
  70825. * @param worldMatrix defines the new world matrix
  70826. */
  70827. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70828. /**
  70829. * min vector of the bounding box/sphere
  70830. */
  70831. readonly minimum: Vector3;
  70832. /**
  70833. * max vector of the bounding box/sphere
  70834. */
  70835. readonly maximum: Vector3;
  70836. /**
  70837. * If the info is locked and won't be updated to avoid perf overhead
  70838. */
  70839. isLocked: boolean;
  70840. /**
  70841. * Updates the bounding sphere and box
  70842. * @param world world matrix to be used to update
  70843. */
  70844. update(world: DeepImmutable<Matrix>): void;
  70845. /**
  70846. * Recreate the bounding info to be centered around a specific point given a specific extend.
  70847. * @param center New center of the bounding info
  70848. * @param extend New extend of the bounding info
  70849. * @returns the current bounding info
  70850. */
  70851. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  70852. /**
  70853. * Scale the current bounding info by applying a scale factor
  70854. * @param factor defines the scale factor to apply
  70855. * @returns the current bounding info
  70856. */
  70857. scale(factor: number): BoundingInfo;
  70858. /**
  70859. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  70860. * @param frustumPlanes defines the frustum to test
  70861. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  70862. * @returns true if the bounding info is in the frustum planes
  70863. */
  70864. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  70865. /**
  70866. * Gets the world distance between the min and max points of the bounding box
  70867. */
  70868. readonly diagonalLength: number;
  70869. /**
  70870. * Checks if a cullable object (mesh...) is in the camera frustum
  70871. * Unlike isInFrustum this cheks the full bounding box
  70872. * @param frustumPlanes Camera near/planes
  70873. * @returns true if the object is in frustum otherwise false
  70874. */
  70875. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70876. /** @hidden */
  70877. _checkCollision(collider: Collider): boolean;
  70878. /**
  70879. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  70880. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70881. * @param point the point to check intersection with
  70882. * @returns if the point intersects
  70883. */
  70884. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70885. /**
  70886. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  70887. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70888. * @param boundingInfo the bounding info to check intersection with
  70889. * @param precise if the intersection should be done using OBB
  70890. * @returns if the bounding info intersects
  70891. */
  70892. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  70893. }
  70894. }
  70895. declare module BABYLON {
  70896. /**
  70897. * Extracts minimum and maximum values from a list of indexed positions
  70898. * @param positions defines the positions to use
  70899. * @param indices defines the indices to the positions
  70900. * @param indexStart defines the start index
  70901. * @param indexCount defines the end index
  70902. * @param bias defines bias value to add to the result
  70903. * @return minimum and maximum values
  70904. */
  70905. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  70906. minimum: Vector3;
  70907. maximum: Vector3;
  70908. };
  70909. /**
  70910. * Extracts minimum and maximum values from a list of positions
  70911. * @param positions defines the positions to use
  70912. * @param start defines the start index in the positions array
  70913. * @param count defines the number of positions to handle
  70914. * @param bias defines bias value to add to the result
  70915. * @param stride defines the stride size to use (distance between two positions in the positions array)
  70916. * @return minimum and maximum values
  70917. */
  70918. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  70919. minimum: Vector3;
  70920. maximum: Vector3;
  70921. };
  70922. }
  70923. declare module BABYLON {
  70924. /**
  70925. * Enum that determines the text-wrapping mode to use.
  70926. */
  70927. export enum InspectableType {
  70928. /**
  70929. * Checkbox for booleans
  70930. */
  70931. Checkbox = 0,
  70932. /**
  70933. * Sliders for numbers
  70934. */
  70935. Slider = 1,
  70936. /**
  70937. * Vector3
  70938. */
  70939. Vector3 = 2,
  70940. /**
  70941. * Quaternions
  70942. */
  70943. Quaternion = 3,
  70944. /**
  70945. * Color3
  70946. */
  70947. Color3 = 4,
  70948. /**
  70949. * String
  70950. */
  70951. String = 5
  70952. }
  70953. /**
  70954. * Interface used to define custom inspectable properties.
  70955. * This interface is used by the inspector to display custom property grids
  70956. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  70957. */
  70958. export interface IInspectable {
  70959. /**
  70960. * Gets the label to display
  70961. */
  70962. label: string;
  70963. /**
  70964. * Gets the name of the property to edit
  70965. */
  70966. propertyName: string;
  70967. /**
  70968. * Gets the type of the editor to use
  70969. */
  70970. type: InspectableType;
  70971. /**
  70972. * Gets the minimum value of the property when using in "slider" mode
  70973. */
  70974. min?: number;
  70975. /**
  70976. * Gets the maximum value of the property when using in "slider" mode
  70977. */
  70978. max?: number;
  70979. /**
  70980. * Gets the setp to use when using in "slider" mode
  70981. */
  70982. step?: number;
  70983. }
  70984. }
  70985. declare module BABYLON {
  70986. /**
  70987. * Class used to provide helper for timing
  70988. */
  70989. export class TimingTools {
  70990. /**
  70991. * Polyfill for setImmediate
  70992. * @param action defines the action to execute after the current execution block
  70993. */
  70994. static SetImmediate(action: () => void): void;
  70995. }
  70996. }
  70997. declare module BABYLON {
  70998. /**
  70999. * Class used to enable instatition of objects by class name
  71000. */
  71001. export class InstantiationTools {
  71002. /**
  71003. * Use this object to register external classes like custom textures or material
  71004. * to allow the laoders to instantiate them
  71005. */
  71006. static RegisteredExternalClasses: {
  71007. [key: string]: Object;
  71008. };
  71009. /**
  71010. * Tries to instantiate a new object from a given class name
  71011. * @param className defines the class name to instantiate
  71012. * @returns the new object or null if the system was not able to do the instantiation
  71013. */
  71014. static Instantiate(className: string): any;
  71015. }
  71016. }
  71017. declare module BABYLON {
  71018. /**
  71019. * This represents the required contract to create a new type of texture loader.
  71020. */
  71021. export interface IInternalTextureLoader {
  71022. /**
  71023. * Defines wether the loader supports cascade loading the different faces.
  71024. */
  71025. supportCascades: boolean;
  71026. /**
  71027. * This returns if the loader support the current file information.
  71028. * @param extension defines the file extension of the file being loaded
  71029. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71030. * @param fallback defines the fallback internal texture if any
  71031. * @param isBase64 defines whether the texture is encoded as a base64
  71032. * @param isBuffer defines whether the texture data are stored as a buffer
  71033. * @returns true if the loader can load the specified file
  71034. */
  71035. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71036. /**
  71037. * Transform the url before loading if required.
  71038. * @param rootUrl the url of the texture
  71039. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71040. * @returns the transformed texture
  71041. */
  71042. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71043. /**
  71044. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71045. * @param rootUrl the url of the texture
  71046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71047. * @returns the fallback texture
  71048. */
  71049. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71050. /**
  71051. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71052. * @param data contains the texture data
  71053. * @param texture defines the BabylonJS internal texture
  71054. * @param createPolynomials will be true if polynomials have been requested
  71055. * @param onLoad defines the callback to trigger once the texture is ready
  71056. * @param onError defines the callback to trigger in case of error
  71057. */
  71058. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71059. /**
  71060. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71061. * @param data contains the texture data
  71062. * @param texture defines the BabylonJS internal texture
  71063. * @param callback defines the method to call once ready to upload
  71064. */
  71065. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71066. }
  71067. }
  71068. declare module BABYLON {
  71069. interface Engine {
  71070. /**
  71071. * Creates a depth stencil cube texture.
  71072. * This is only available in WebGL 2.
  71073. * @param size The size of face edge in the cube texture.
  71074. * @param options The options defining the cube texture.
  71075. * @returns The cube texture
  71076. */
  71077. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71078. /**
  71079. * Creates a cube texture
  71080. * @param rootUrl defines the url where the files to load is located
  71081. * @param scene defines the current scene
  71082. * @param files defines the list of files to load (1 per face)
  71083. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71084. * @param onLoad defines an optional callback raised when the texture is loaded
  71085. * @param onError defines an optional callback raised if there is an issue to load the texture
  71086. * @param format defines the format of the data
  71087. * @param forcedExtension defines the extension to use to pick the right loader
  71088. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71089. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71090. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71091. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71092. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71093. * @returns the cube texture as an InternalTexture
  71094. */
  71095. 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;
  71096. /**
  71097. * Creates a cube texture
  71098. * @param rootUrl defines the url where the files to load is located
  71099. * @param scene defines the current scene
  71100. * @param files defines the list of files to load (1 per face)
  71101. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71102. * @param onLoad defines an optional callback raised when the texture is loaded
  71103. * @param onError defines an optional callback raised if there is an issue to load the texture
  71104. * @param format defines the format of the data
  71105. * @param forcedExtension defines the extension to use to pick the right loader
  71106. * @returns the cube texture as an InternalTexture
  71107. */
  71108. 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;
  71109. /**
  71110. * Creates a cube texture
  71111. * @param rootUrl defines the url where the files to load is located
  71112. * @param scene defines the current scene
  71113. * @param files defines the list of files to load (1 per face)
  71114. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71115. * @param onLoad defines an optional callback raised when the texture is loaded
  71116. * @param onError defines an optional callback raised if there is an issue to load the texture
  71117. * @param format defines the format of the data
  71118. * @param forcedExtension defines the extension to use to pick the right loader
  71119. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71120. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71121. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71122. * @returns the cube texture as an InternalTexture
  71123. */
  71124. 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;
  71125. /** @hidden */
  71126. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71127. /** @hidden */
  71128. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71129. /** @hidden */
  71130. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71131. /** @hidden */
  71132. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71133. }
  71134. }
  71135. declare module BABYLON {
  71136. /**
  71137. * Class for creating a cube texture
  71138. */
  71139. export class CubeTexture extends BaseTexture {
  71140. private _delayedOnLoad;
  71141. /**
  71142. * The url of the texture
  71143. */
  71144. url: string;
  71145. /**
  71146. * Gets or sets the center of the bounding box associated with the cube texture.
  71147. * It must define where the camera used to render the texture was set
  71148. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71149. */
  71150. boundingBoxPosition: Vector3;
  71151. private _boundingBoxSize;
  71152. /**
  71153. * Gets or sets the size of the bounding box associated with the cube texture
  71154. * When defined, the cubemap will switch to local mode
  71155. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71156. * @example https://www.babylonjs-playground.com/#RNASML
  71157. */
  71158. /**
  71159. * Returns the bounding box size
  71160. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71161. */
  71162. boundingBoxSize: Vector3;
  71163. protected _rotationY: number;
  71164. /**
  71165. * Sets texture matrix rotation angle around Y axis in radians.
  71166. */
  71167. /**
  71168. * Gets texture matrix rotation angle around Y axis radians.
  71169. */
  71170. rotationY: number;
  71171. /**
  71172. * Are mip maps generated for this texture or not.
  71173. */
  71174. readonly noMipmap: boolean;
  71175. private _noMipmap;
  71176. private _files;
  71177. private _extensions;
  71178. private _textureMatrix;
  71179. private _format;
  71180. private _createPolynomials;
  71181. /** @hidden */
  71182. _prefiltered: boolean;
  71183. /**
  71184. * Creates a cube texture from an array of image urls
  71185. * @param files defines an array of image urls
  71186. * @param scene defines the hosting scene
  71187. * @param noMipmap specifies if mip maps are not used
  71188. * @returns a cube texture
  71189. */
  71190. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71191. /**
  71192. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71193. * @param url defines the url of the prefiltered texture
  71194. * @param scene defines the scene the texture is attached to
  71195. * @param forcedExtension defines the extension of the file if different from the url
  71196. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71197. * @return the prefiltered texture
  71198. */
  71199. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71200. /**
  71201. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71202. * as prefiltered data.
  71203. * @param rootUrl defines the url of the texture or the root name of the six images
  71204. * @param scene defines the scene the texture is attached to
  71205. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71206. * @param noMipmap defines if mipmaps should be created or not
  71207. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71208. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71209. * @param onError defines a callback triggered in case of error during load
  71210. * @param format defines the internal format to use for the texture once loaded
  71211. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71212. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71213. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71214. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71215. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71216. * @return the cube texture
  71217. */
  71218. 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);
  71219. /**
  71220. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71221. */
  71222. readonly isPrefiltered: boolean;
  71223. /**
  71224. * Get the current class name of the texture useful for serialization or dynamic coding.
  71225. * @returns "CubeTexture"
  71226. */
  71227. getClassName(): string;
  71228. /**
  71229. * Update the url (and optional buffer) of this texture if url was null during construction.
  71230. * @param url the url of the texture
  71231. * @param forcedExtension defines the extension to use
  71232. * @param onLoad callback called when the texture is loaded (defaults to null)
  71233. */
  71234. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71235. /**
  71236. * Delays loading of the cube texture
  71237. * @param forcedExtension defines the extension to use
  71238. */
  71239. delayLoad(forcedExtension?: string): void;
  71240. /**
  71241. * Returns the reflection texture matrix
  71242. * @returns the reflection texture matrix
  71243. */
  71244. getReflectionTextureMatrix(): Matrix;
  71245. /**
  71246. * Sets the reflection texture matrix
  71247. * @param value Reflection texture matrix
  71248. */
  71249. setReflectionTextureMatrix(value: Matrix): void;
  71250. /**
  71251. * Parses text to create a cube texture
  71252. * @param parsedTexture define the serialized text to read from
  71253. * @param scene defines the hosting scene
  71254. * @param rootUrl defines the root url of the cube texture
  71255. * @returns a cube texture
  71256. */
  71257. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71258. /**
  71259. * Makes a clone, or deep copy, of the cube texture
  71260. * @returns a new cube texture
  71261. */
  71262. clone(): CubeTexture;
  71263. }
  71264. }
  71265. declare module BABYLON {
  71266. /**
  71267. * Manages the defines for the Material
  71268. */
  71269. export class MaterialDefines {
  71270. /** @hidden */
  71271. protected _keys: string[];
  71272. private _isDirty;
  71273. /** @hidden */
  71274. _renderId: number;
  71275. /** @hidden */
  71276. _areLightsDirty: boolean;
  71277. /** @hidden */
  71278. _areAttributesDirty: boolean;
  71279. /** @hidden */
  71280. _areTexturesDirty: boolean;
  71281. /** @hidden */
  71282. _areFresnelDirty: boolean;
  71283. /** @hidden */
  71284. _areMiscDirty: boolean;
  71285. /** @hidden */
  71286. _areImageProcessingDirty: boolean;
  71287. /** @hidden */
  71288. _normals: boolean;
  71289. /** @hidden */
  71290. _uvs: boolean;
  71291. /** @hidden */
  71292. _needNormals: boolean;
  71293. /** @hidden */
  71294. _needUVs: boolean;
  71295. [id: string]: any;
  71296. /**
  71297. * Specifies if the material needs to be re-calculated
  71298. */
  71299. readonly isDirty: boolean;
  71300. /**
  71301. * Marks the material to indicate that it has been re-calculated
  71302. */
  71303. markAsProcessed(): void;
  71304. /**
  71305. * Marks the material to indicate that it needs to be re-calculated
  71306. */
  71307. markAsUnprocessed(): void;
  71308. /**
  71309. * Marks the material to indicate all of its defines need to be re-calculated
  71310. */
  71311. markAllAsDirty(): void;
  71312. /**
  71313. * Marks the material to indicate that image processing needs to be re-calculated
  71314. */
  71315. markAsImageProcessingDirty(): void;
  71316. /**
  71317. * Marks the material to indicate the lights need to be re-calculated
  71318. */
  71319. markAsLightDirty(): void;
  71320. /**
  71321. * Marks the attribute state as changed
  71322. */
  71323. markAsAttributesDirty(): void;
  71324. /**
  71325. * Marks the texture state as changed
  71326. */
  71327. markAsTexturesDirty(): void;
  71328. /**
  71329. * Marks the fresnel state as changed
  71330. */
  71331. markAsFresnelDirty(): void;
  71332. /**
  71333. * Marks the misc state as changed
  71334. */
  71335. markAsMiscDirty(): void;
  71336. /**
  71337. * Rebuilds the material defines
  71338. */
  71339. rebuild(): void;
  71340. /**
  71341. * Specifies if two material defines are equal
  71342. * @param other - A material define instance to compare to
  71343. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71344. */
  71345. isEqual(other: MaterialDefines): boolean;
  71346. /**
  71347. * Clones this instance's defines to another instance
  71348. * @param other - material defines to clone values to
  71349. */
  71350. cloneTo(other: MaterialDefines): void;
  71351. /**
  71352. * Resets the material define values
  71353. */
  71354. reset(): void;
  71355. /**
  71356. * Converts the material define values to a string
  71357. * @returns - String of material define information
  71358. */
  71359. toString(): string;
  71360. }
  71361. }
  71362. declare module BABYLON {
  71363. /**
  71364. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71365. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71366. * 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;
  71367. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71368. */
  71369. export class ColorCurves {
  71370. private _dirty;
  71371. private _tempColor;
  71372. private _globalCurve;
  71373. private _highlightsCurve;
  71374. private _midtonesCurve;
  71375. private _shadowsCurve;
  71376. private _positiveCurve;
  71377. private _negativeCurve;
  71378. private _globalHue;
  71379. private _globalDensity;
  71380. private _globalSaturation;
  71381. private _globalExposure;
  71382. /**
  71383. * Gets the global Hue value.
  71384. * 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).
  71385. */
  71386. /**
  71387. * Sets the global Hue value.
  71388. * 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).
  71389. */
  71390. globalHue: number;
  71391. /**
  71392. * Gets the global Density value.
  71393. * 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.
  71394. * Values less than zero provide a filter of opposite hue.
  71395. */
  71396. /**
  71397. * Sets the global Density value.
  71398. * 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.
  71399. * Values less than zero provide a filter of opposite hue.
  71400. */
  71401. globalDensity: number;
  71402. /**
  71403. * Gets the global Saturation value.
  71404. * 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.
  71405. */
  71406. /**
  71407. * Sets the global Saturation value.
  71408. * 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.
  71409. */
  71410. globalSaturation: number;
  71411. /**
  71412. * Gets the global Exposure value.
  71413. * 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.
  71414. */
  71415. /**
  71416. * Sets the global Exposure value.
  71417. * 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.
  71418. */
  71419. globalExposure: number;
  71420. private _highlightsHue;
  71421. private _highlightsDensity;
  71422. private _highlightsSaturation;
  71423. private _highlightsExposure;
  71424. /**
  71425. * Gets the highlights Hue value.
  71426. * 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).
  71427. */
  71428. /**
  71429. * Sets the highlights Hue value.
  71430. * 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).
  71431. */
  71432. highlightsHue: number;
  71433. /**
  71434. * Gets the highlights Density value.
  71435. * 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.
  71436. * Values less than zero provide a filter of opposite hue.
  71437. */
  71438. /**
  71439. * Sets the highlights Density value.
  71440. * 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.
  71441. * Values less than zero provide a filter of opposite hue.
  71442. */
  71443. highlightsDensity: number;
  71444. /**
  71445. * Gets the highlights Saturation value.
  71446. * 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.
  71447. */
  71448. /**
  71449. * Sets the highlights Saturation value.
  71450. * 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.
  71451. */
  71452. highlightsSaturation: number;
  71453. /**
  71454. * Gets the highlights Exposure value.
  71455. * 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.
  71456. */
  71457. /**
  71458. * Sets the highlights Exposure value.
  71459. * 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.
  71460. */
  71461. highlightsExposure: number;
  71462. private _midtonesHue;
  71463. private _midtonesDensity;
  71464. private _midtonesSaturation;
  71465. private _midtonesExposure;
  71466. /**
  71467. * Gets the midtones Hue value.
  71468. * 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).
  71469. */
  71470. /**
  71471. * Sets the midtones Hue value.
  71472. * 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).
  71473. */
  71474. midtonesHue: number;
  71475. /**
  71476. * Gets the midtones Density value.
  71477. * 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.
  71478. * Values less than zero provide a filter of opposite hue.
  71479. */
  71480. /**
  71481. * Sets the midtones Density value.
  71482. * 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.
  71483. * Values less than zero provide a filter of opposite hue.
  71484. */
  71485. midtonesDensity: number;
  71486. /**
  71487. * Gets the midtones Saturation value.
  71488. * 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.
  71489. */
  71490. /**
  71491. * Sets the midtones Saturation value.
  71492. * 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.
  71493. */
  71494. midtonesSaturation: number;
  71495. /**
  71496. * Gets the midtones Exposure value.
  71497. * 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.
  71498. */
  71499. /**
  71500. * Sets the midtones Exposure value.
  71501. * 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.
  71502. */
  71503. midtonesExposure: number;
  71504. private _shadowsHue;
  71505. private _shadowsDensity;
  71506. private _shadowsSaturation;
  71507. private _shadowsExposure;
  71508. /**
  71509. * Gets the shadows Hue value.
  71510. * 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).
  71511. */
  71512. /**
  71513. * Sets the shadows Hue value.
  71514. * 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).
  71515. */
  71516. shadowsHue: number;
  71517. /**
  71518. * Gets the shadows Density value.
  71519. * 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.
  71520. * Values less than zero provide a filter of opposite hue.
  71521. */
  71522. /**
  71523. * Sets the shadows Density value.
  71524. * 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.
  71525. * Values less than zero provide a filter of opposite hue.
  71526. */
  71527. shadowsDensity: number;
  71528. /**
  71529. * Gets the shadows Saturation value.
  71530. * 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.
  71531. */
  71532. /**
  71533. * Sets the shadows Saturation value.
  71534. * 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.
  71535. */
  71536. shadowsSaturation: number;
  71537. /**
  71538. * Gets the shadows Exposure value.
  71539. * 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.
  71540. */
  71541. /**
  71542. * Sets the shadows Exposure value.
  71543. * 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.
  71544. */
  71545. shadowsExposure: number;
  71546. /**
  71547. * Returns the class name
  71548. * @returns The class name
  71549. */
  71550. getClassName(): string;
  71551. /**
  71552. * Binds the color curves to the shader.
  71553. * @param colorCurves The color curve to bind
  71554. * @param effect The effect to bind to
  71555. * @param positiveUniform The positive uniform shader parameter
  71556. * @param neutralUniform The neutral uniform shader parameter
  71557. * @param negativeUniform The negative uniform shader parameter
  71558. */
  71559. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71560. /**
  71561. * Prepare the list of uniforms associated with the ColorCurves effects.
  71562. * @param uniformsList The list of uniforms used in the effect
  71563. */
  71564. static PrepareUniforms(uniformsList: string[]): void;
  71565. /**
  71566. * Returns color grading data based on a hue, density, saturation and exposure value.
  71567. * @param filterHue The hue of the color filter.
  71568. * @param filterDensity The density of the color filter.
  71569. * @param saturation The saturation.
  71570. * @param exposure The exposure.
  71571. * @param result The result data container.
  71572. */
  71573. private getColorGradingDataToRef;
  71574. /**
  71575. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71576. * @param value The input slider value in range [-100,100].
  71577. * @returns Adjusted value.
  71578. */
  71579. private static applyColorGradingSliderNonlinear;
  71580. /**
  71581. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71582. * @param hue The hue (H) input.
  71583. * @param saturation The saturation (S) input.
  71584. * @param brightness The brightness (B) input.
  71585. * @result An RGBA color represented as Vector4.
  71586. */
  71587. private static fromHSBToRef;
  71588. /**
  71589. * Returns a value clamped between min and max
  71590. * @param value The value to clamp
  71591. * @param min The minimum of value
  71592. * @param max The maximum of value
  71593. * @returns The clamped value.
  71594. */
  71595. private static clamp;
  71596. /**
  71597. * Clones the current color curve instance.
  71598. * @return The cloned curves
  71599. */
  71600. clone(): ColorCurves;
  71601. /**
  71602. * Serializes the current color curve instance to a json representation.
  71603. * @return a JSON representation
  71604. */
  71605. serialize(): any;
  71606. /**
  71607. * Parses the color curve from a json representation.
  71608. * @param source the JSON source to parse
  71609. * @return The parsed curves
  71610. */
  71611. static Parse(source: any): ColorCurves;
  71612. }
  71613. }
  71614. declare module BABYLON {
  71615. /**
  71616. * Interface to follow in your material defines to integrate easily the
  71617. * Image proccessing functions.
  71618. * @hidden
  71619. */
  71620. export interface IImageProcessingConfigurationDefines {
  71621. IMAGEPROCESSING: boolean;
  71622. VIGNETTE: boolean;
  71623. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71624. VIGNETTEBLENDMODEOPAQUE: boolean;
  71625. TONEMAPPING: boolean;
  71626. TONEMAPPING_ACES: boolean;
  71627. CONTRAST: boolean;
  71628. EXPOSURE: boolean;
  71629. COLORCURVES: boolean;
  71630. COLORGRADING: boolean;
  71631. COLORGRADING3D: boolean;
  71632. SAMPLER3DGREENDEPTH: boolean;
  71633. SAMPLER3DBGRMAP: boolean;
  71634. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71635. }
  71636. /**
  71637. * @hidden
  71638. */
  71639. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71640. IMAGEPROCESSING: boolean;
  71641. VIGNETTE: boolean;
  71642. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71643. VIGNETTEBLENDMODEOPAQUE: boolean;
  71644. TONEMAPPING: boolean;
  71645. TONEMAPPING_ACES: boolean;
  71646. CONTRAST: boolean;
  71647. COLORCURVES: boolean;
  71648. COLORGRADING: boolean;
  71649. COLORGRADING3D: boolean;
  71650. SAMPLER3DGREENDEPTH: boolean;
  71651. SAMPLER3DBGRMAP: boolean;
  71652. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71653. EXPOSURE: boolean;
  71654. constructor();
  71655. }
  71656. /**
  71657. * This groups together the common properties used for image processing either in direct forward pass
  71658. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71659. * or not.
  71660. */
  71661. export class ImageProcessingConfiguration {
  71662. /**
  71663. * Default tone mapping applied in BabylonJS.
  71664. */
  71665. static readonly TONEMAPPING_STANDARD: number;
  71666. /**
  71667. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71668. * to other engines rendering to increase portability.
  71669. */
  71670. static readonly TONEMAPPING_ACES: number;
  71671. /**
  71672. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71673. */
  71674. colorCurves: Nullable<ColorCurves>;
  71675. private _colorCurvesEnabled;
  71676. /**
  71677. * Gets wether the color curves effect is enabled.
  71678. */
  71679. /**
  71680. * Sets wether the color curves effect is enabled.
  71681. */
  71682. colorCurvesEnabled: boolean;
  71683. private _colorGradingTexture;
  71684. /**
  71685. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71686. */
  71687. /**
  71688. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71689. */
  71690. colorGradingTexture: Nullable<BaseTexture>;
  71691. private _colorGradingEnabled;
  71692. /**
  71693. * Gets wether the color grading effect is enabled.
  71694. */
  71695. /**
  71696. * Sets wether the color grading effect is enabled.
  71697. */
  71698. colorGradingEnabled: boolean;
  71699. private _colorGradingWithGreenDepth;
  71700. /**
  71701. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71702. */
  71703. /**
  71704. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71705. */
  71706. colorGradingWithGreenDepth: boolean;
  71707. private _colorGradingBGR;
  71708. /**
  71709. * Gets wether the color grading texture contains BGR values.
  71710. */
  71711. /**
  71712. * Sets wether the color grading texture contains BGR values.
  71713. */
  71714. colorGradingBGR: boolean;
  71715. /** @hidden */
  71716. _exposure: number;
  71717. /**
  71718. * Gets the Exposure used in the effect.
  71719. */
  71720. /**
  71721. * Sets the Exposure used in the effect.
  71722. */
  71723. exposure: number;
  71724. private _toneMappingEnabled;
  71725. /**
  71726. * Gets wether the tone mapping effect is enabled.
  71727. */
  71728. /**
  71729. * Sets wether the tone mapping effect is enabled.
  71730. */
  71731. toneMappingEnabled: boolean;
  71732. private _toneMappingType;
  71733. /**
  71734. * Gets the type of tone mapping effect.
  71735. */
  71736. /**
  71737. * Sets the type of tone mapping effect used in BabylonJS.
  71738. */
  71739. toneMappingType: number;
  71740. protected _contrast: number;
  71741. /**
  71742. * Gets the contrast used in the effect.
  71743. */
  71744. /**
  71745. * Sets the contrast used in the effect.
  71746. */
  71747. contrast: number;
  71748. /**
  71749. * Vignette stretch size.
  71750. */
  71751. vignetteStretch: number;
  71752. /**
  71753. * Vignette centre X Offset.
  71754. */
  71755. vignetteCentreX: number;
  71756. /**
  71757. * Vignette centre Y Offset.
  71758. */
  71759. vignetteCentreY: number;
  71760. /**
  71761. * Vignette weight or intensity of the vignette effect.
  71762. */
  71763. vignetteWeight: number;
  71764. /**
  71765. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  71766. * if vignetteEnabled is set to true.
  71767. */
  71768. vignetteColor: Color4;
  71769. /**
  71770. * Camera field of view used by the Vignette effect.
  71771. */
  71772. vignetteCameraFov: number;
  71773. private _vignetteBlendMode;
  71774. /**
  71775. * Gets the vignette blend mode allowing different kind of effect.
  71776. */
  71777. /**
  71778. * Sets the vignette blend mode allowing different kind of effect.
  71779. */
  71780. vignetteBlendMode: number;
  71781. private _vignetteEnabled;
  71782. /**
  71783. * Gets wether the vignette effect is enabled.
  71784. */
  71785. /**
  71786. * Sets wether the vignette effect is enabled.
  71787. */
  71788. vignetteEnabled: boolean;
  71789. private _applyByPostProcess;
  71790. /**
  71791. * Gets wether the image processing is applied through a post process or not.
  71792. */
  71793. /**
  71794. * Sets wether the image processing is applied through a post process or not.
  71795. */
  71796. applyByPostProcess: boolean;
  71797. private _isEnabled;
  71798. /**
  71799. * Gets wether the image processing is enabled or not.
  71800. */
  71801. /**
  71802. * Sets wether the image processing is enabled or not.
  71803. */
  71804. isEnabled: boolean;
  71805. /**
  71806. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  71807. */
  71808. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  71809. /**
  71810. * Method called each time the image processing information changes requires to recompile the effect.
  71811. */
  71812. protected _updateParameters(): void;
  71813. /**
  71814. * Gets the current class name.
  71815. * @return "ImageProcessingConfiguration"
  71816. */
  71817. getClassName(): string;
  71818. /**
  71819. * Prepare the list of uniforms associated with the Image Processing effects.
  71820. * @param uniforms The list of uniforms used in the effect
  71821. * @param defines the list of defines currently in use
  71822. */
  71823. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  71824. /**
  71825. * Prepare the list of samplers associated with the Image Processing effects.
  71826. * @param samplersList The list of uniforms used in the effect
  71827. * @param defines the list of defines currently in use
  71828. */
  71829. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  71830. /**
  71831. * Prepare the list of defines associated to the shader.
  71832. * @param defines the list of defines to complete
  71833. * @param forPostProcess Define if we are currently in post process mode or not
  71834. */
  71835. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  71836. /**
  71837. * Returns true if all the image processing information are ready.
  71838. * @returns True if ready, otherwise, false
  71839. */
  71840. isReady(): boolean;
  71841. /**
  71842. * Binds the image processing to the shader.
  71843. * @param effect The effect to bind to
  71844. * @param aspectRatio Define the current aspect ratio of the effect
  71845. */
  71846. bind(effect: Effect, aspectRatio?: number): void;
  71847. /**
  71848. * Clones the current image processing instance.
  71849. * @return The cloned image processing
  71850. */
  71851. clone(): ImageProcessingConfiguration;
  71852. /**
  71853. * Serializes the current image processing instance to a json representation.
  71854. * @return a JSON representation
  71855. */
  71856. serialize(): any;
  71857. /**
  71858. * Parses the image processing from a json representation.
  71859. * @param source the JSON source to parse
  71860. * @return The parsed image processing
  71861. */
  71862. static Parse(source: any): ImageProcessingConfiguration;
  71863. private static _VIGNETTEMODE_MULTIPLY;
  71864. private static _VIGNETTEMODE_OPAQUE;
  71865. /**
  71866. * Used to apply the vignette as a mix with the pixel color.
  71867. */
  71868. static readonly VIGNETTEMODE_MULTIPLY: number;
  71869. /**
  71870. * Used to apply the vignette as a replacement of the pixel color.
  71871. */
  71872. static readonly VIGNETTEMODE_OPAQUE: number;
  71873. }
  71874. }
  71875. declare module BABYLON {
  71876. /** @hidden */
  71877. export var postprocessVertexShader: {
  71878. name: string;
  71879. shader: string;
  71880. };
  71881. }
  71882. declare module BABYLON {
  71883. /** Defines supported spaces */
  71884. export enum Space {
  71885. /** Local (object) space */
  71886. LOCAL = 0,
  71887. /** World space */
  71888. WORLD = 1,
  71889. /** Bone space */
  71890. BONE = 2
  71891. }
  71892. /** Defines the 3 main axes */
  71893. export class Axis {
  71894. /** X axis */
  71895. static X: Vector3;
  71896. /** Y axis */
  71897. static Y: Vector3;
  71898. /** Z axis */
  71899. static Z: Vector3;
  71900. }
  71901. }
  71902. declare module BABYLON {
  71903. /**
  71904. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  71905. * This is the base of the follow, arc rotate cameras and Free camera
  71906. * @see http://doc.babylonjs.com/features/cameras
  71907. */
  71908. export class TargetCamera extends Camera {
  71909. private static _RigCamTransformMatrix;
  71910. private static _TargetTransformMatrix;
  71911. private static _TargetFocalPoint;
  71912. /**
  71913. * Define the current direction the camera is moving to
  71914. */
  71915. cameraDirection: Vector3;
  71916. /**
  71917. * Define the current rotation the camera is rotating to
  71918. */
  71919. cameraRotation: Vector2;
  71920. /**
  71921. * When set, the up vector of the camera will be updated by the rotation of the camera
  71922. */
  71923. updateUpVectorFromRotation: boolean;
  71924. private _tmpQuaternion;
  71925. /**
  71926. * Define the current rotation of the camera
  71927. */
  71928. rotation: Vector3;
  71929. /**
  71930. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  71931. */
  71932. rotationQuaternion: Quaternion;
  71933. /**
  71934. * Define the current speed of the camera
  71935. */
  71936. speed: number;
  71937. /**
  71938. * Add cconstraint to the camera to prevent it to move freely in all directions and
  71939. * around all axis.
  71940. */
  71941. noRotationConstraint: boolean;
  71942. /**
  71943. * Define the current target of the camera as an object or a position.
  71944. */
  71945. lockedTarget: any;
  71946. /** @hidden */
  71947. _currentTarget: Vector3;
  71948. /** @hidden */
  71949. _initialFocalDistance: number;
  71950. /** @hidden */
  71951. _viewMatrix: Matrix;
  71952. /** @hidden */
  71953. _camMatrix: Matrix;
  71954. /** @hidden */
  71955. _cameraTransformMatrix: Matrix;
  71956. /** @hidden */
  71957. _cameraRotationMatrix: Matrix;
  71958. /** @hidden */
  71959. _referencePoint: Vector3;
  71960. /** @hidden */
  71961. _transformedReferencePoint: Vector3;
  71962. protected _globalCurrentTarget: Vector3;
  71963. protected _globalCurrentUpVector: Vector3;
  71964. /** @hidden */
  71965. _reset: () => void;
  71966. private _defaultUp;
  71967. /**
  71968. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  71969. * This is the base of the follow, arc rotate cameras and Free camera
  71970. * @see http://doc.babylonjs.com/features/cameras
  71971. * @param name Defines the name of the camera in the scene
  71972. * @param position Defines the start position of the camera in the scene
  71973. * @param scene Defines the scene the camera belongs to
  71974. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  71975. */
  71976. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  71977. /**
  71978. * Gets the position in front of the camera at a given distance.
  71979. * @param distance The distance from the camera we want the position to be
  71980. * @returns the position
  71981. */
  71982. getFrontPosition(distance: number): Vector3;
  71983. /** @hidden */
  71984. _getLockedTargetPosition(): Nullable<Vector3>;
  71985. private _storedPosition;
  71986. private _storedRotation;
  71987. private _storedRotationQuaternion;
  71988. /**
  71989. * Store current camera state of the camera (fov, position, rotation, etc..)
  71990. * @returns the camera
  71991. */
  71992. storeState(): Camera;
  71993. /**
  71994. * Restored camera state. You must call storeState() first
  71995. * @returns whether it was successful or not
  71996. * @hidden
  71997. */
  71998. _restoreStateValues(): boolean;
  71999. /** @hidden */
  72000. _initCache(): void;
  72001. /** @hidden */
  72002. _updateCache(ignoreParentClass?: boolean): void;
  72003. /** @hidden */
  72004. _isSynchronizedViewMatrix(): boolean;
  72005. /** @hidden */
  72006. _computeLocalCameraSpeed(): number;
  72007. /**
  72008. * Defines the target the camera should look at.
  72009. * @param target Defines the new target as a Vector or a mesh
  72010. */
  72011. setTarget(target: Vector3): void;
  72012. /**
  72013. * Return the current target position of the camera. This value is expressed in local space.
  72014. * @returns the target position
  72015. */
  72016. getTarget(): Vector3;
  72017. /** @hidden */
  72018. _decideIfNeedsToMove(): boolean;
  72019. /** @hidden */
  72020. _updatePosition(): void;
  72021. /** @hidden */
  72022. _checkInputs(): void;
  72023. protected _updateCameraRotationMatrix(): void;
  72024. /**
  72025. * 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)
  72026. * @returns the current camera
  72027. */
  72028. private _rotateUpVectorWithCameraRotationMatrix;
  72029. private _cachedRotationZ;
  72030. private _cachedQuaternionRotationZ;
  72031. /** @hidden */
  72032. _getViewMatrix(): Matrix;
  72033. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72034. /**
  72035. * @hidden
  72036. */
  72037. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72038. /**
  72039. * @hidden
  72040. */
  72041. _updateRigCameras(): void;
  72042. private _getRigCamPositionAndTarget;
  72043. /**
  72044. * Gets the current object class name.
  72045. * @return the class name
  72046. */
  72047. getClassName(): string;
  72048. }
  72049. }
  72050. declare module BABYLON {
  72051. /**
  72052. * Gather the list of keyboard event types as constants.
  72053. */
  72054. export class KeyboardEventTypes {
  72055. /**
  72056. * The keydown event is fired when a key becomes active (pressed).
  72057. */
  72058. static readonly KEYDOWN: number;
  72059. /**
  72060. * The keyup event is fired when a key has been released.
  72061. */
  72062. static readonly KEYUP: number;
  72063. }
  72064. /**
  72065. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72066. */
  72067. export class KeyboardInfo {
  72068. /**
  72069. * Defines the type of event (KeyboardEventTypes)
  72070. */
  72071. type: number;
  72072. /**
  72073. * Defines the related dom event
  72074. */
  72075. event: KeyboardEvent;
  72076. /**
  72077. * Instantiates a new keyboard info.
  72078. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72079. * @param type Defines the type of event (KeyboardEventTypes)
  72080. * @param event Defines the related dom event
  72081. */
  72082. constructor(
  72083. /**
  72084. * Defines the type of event (KeyboardEventTypes)
  72085. */
  72086. type: number,
  72087. /**
  72088. * Defines the related dom event
  72089. */
  72090. event: KeyboardEvent);
  72091. }
  72092. /**
  72093. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72094. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72095. */
  72096. export class KeyboardInfoPre extends KeyboardInfo {
  72097. /**
  72098. * Defines the type of event (KeyboardEventTypes)
  72099. */
  72100. type: number;
  72101. /**
  72102. * Defines the related dom event
  72103. */
  72104. event: KeyboardEvent;
  72105. /**
  72106. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72107. */
  72108. skipOnPointerObservable: boolean;
  72109. /**
  72110. * Instantiates a new keyboard pre info.
  72111. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72112. * @param type Defines the type of event (KeyboardEventTypes)
  72113. * @param event Defines the related dom event
  72114. */
  72115. constructor(
  72116. /**
  72117. * Defines the type of event (KeyboardEventTypes)
  72118. */
  72119. type: number,
  72120. /**
  72121. * Defines the related dom event
  72122. */
  72123. event: KeyboardEvent);
  72124. }
  72125. }
  72126. declare module BABYLON {
  72127. /**
  72128. * Manage the keyboard inputs to control the movement of a free camera.
  72129. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72130. */
  72131. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72132. /**
  72133. * Defines the camera the input is attached to.
  72134. */
  72135. camera: FreeCamera;
  72136. /**
  72137. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72138. */
  72139. keysUp: number[];
  72140. /**
  72141. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72142. */
  72143. keysDown: number[];
  72144. /**
  72145. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72146. */
  72147. keysLeft: number[];
  72148. /**
  72149. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72150. */
  72151. keysRight: number[];
  72152. private _keys;
  72153. private _onCanvasBlurObserver;
  72154. private _onKeyboardObserver;
  72155. private _engine;
  72156. private _scene;
  72157. /**
  72158. * Attach the input controls to a specific dom element to get the input from.
  72159. * @param element Defines the element the controls should be listened from
  72160. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72161. */
  72162. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72163. /**
  72164. * Detach the current controls from the specified dom element.
  72165. * @param element Defines the element to stop listening the inputs from
  72166. */
  72167. detachControl(element: Nullable<HTMLElement>): void;
  72168. /**
  72169. * Update the current camera state depending on the inputs that have been used this frame.
  72170. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72171. */
  72172. checkInputs(): void;
  72173. /**
  72174. * Gets the class name of the current intput.
  72175. * @returns the class name
  72176. */
  72177. getClassName(): string;
  72178. /** @hidden */
  72179. _onLostFocus(): void;
  72180. /**
  72181. * Get the friendly name associated with the input class.
  72182. * @returns the input friendly name
  72183. */
  72184. getSimpleName(): string;
  72185. }
  72186. }
  72187. declare module BABYLON {
  72188. /**
  72189. * Interface describing all the common properties and methods a shadow light needs to implement.
  72190. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72191. * as well as binding the different shadow properties to the effects.
  72192. */
  72193. export interface IShadowLight extends Light {
  72194. /**
  72195. * The light id in the scene (used in scene.findLighById for instance)
  72196. */
  72197. id: string;
  72198. /**
  72199. * The position the shdow will be casted from.
  72200. */
  72201. position: Vector3;
  72202. /**
  72203. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72204. */
  72205. direction: Vector3;
  72206. /**
  72207. * The transformed position. Position of the light in world space taking parenting in account.
  72208. */
  72209. transformedPosition: Vector3;
  72210. /**
  72211. * The transformed direction. Direction of the light in world space taking parenting in account.
  72212. */
  72213. transformedDirection: Vector3;
  72214. /**
  72215. * The friendly name of the light in the scene.
  72216. */
  72217. name: string;
  72218. /**
  72219. * Defines the shadow projection clipping minimum z value.
  72220. */
  72221. shadowMinZ: number;
  72222. /**
  72223. * Defines the shadow projection clipping maximum z value.
  72224. */
  72225. shadowMaxZ: number;
  72226. /**
  72227. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72228. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72229. */
  72230. computeTransformedInformation(): boolean;
  72231. /**
  72232. * Gets the scene the light belongs to.
  72233. * @returns The scene
  72234. */
  72235. getScene(): Scene;
  72236. /**
  72237. * Callback defining a custom Projection Matrix Builder.
  72238. * This can be used to override the default projection matrix computation.
  72239. */
  72240. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72241. /**
  72242. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72243. * @param matrix The materix to updated with the projection information
  72244. * @param viewMatrix The transform matrix of the light
  72245. * @param renderList The list of mesh to render in the map
  72246. * @returns The current light
  72247. */
  72248. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72249. /**
  72250. * Gets the current depth scale used in ESM.
  72251. * @returns The scale
  72252. */
  72253. getDepthScale(): number;
  72254. /**
  72255. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72256. * @returns true if a cube texture needs to be use
  72257. */
  72258. needCube(): boolean;
  72259. /**
  72260. * Detects if the projection matrix requires to be recomputed this frame.
  72261. * @returns true if it requires to be recomputed otherwise, false.
  72262. */
  72263. needProjectionMatrixCompute(): boolean;
  72264. /**
  72265. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72266. */
  72267. forceProjectionMatrixCompute(): void;
  72268. /**
  72269. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72270. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72271. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72272. */
  72273. getShadowDirection(faceIndex?: number): Vector3;
  72274. /**
  72275. * Gets the minZ used for shadow according to both the scene and the light.
  72276. * @param activeCamera The camera we are returning the min for
  72277. * @returns the depth min z
  72278. */
  72279. getDepthMinZ(activeCamera: Camera): number;
  72280. /**
  72281. * Gets the maxZ used for shadow according to both the scene and the light.
  72282. * @param activeCamera The camera we are returning the max for
  72283. * @returns the depth max z
  72284. */
  72285. getDepthMaxZ(activeCamera: Camera): number;
  72286. }
  72287. /**
  72288. * Base implementation IShadowLight
  72289. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72290. */
  72291. export abstract class ShadowLight extends Light implements IShadowLight {
  72292. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72293. protected _position: Vector3;
  72294. protected _setPosition(value: Vector3): void;
  72295. /**
  72296. * Sets the position the shadow will be casted from. Also use as the light position for both
  72297. * point and spot lights.
  72298. */
  72299. /**
  72300. * Sets the position the shadow will be casted from. Also use as the light position for both
  72301. * point and spot lights.
  72302. */
  72303. position: Vector3;
  72304. protected _direction: Vector3;
  72305. protected _setDirection(value: Vector3): void;
  72306. /**
  72307. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72308. * Also use as the light direction on spot and directional lights.
  72309. */
  72310. /**
  72311. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72312. * Also use as the light direction on spot and directional lights.
  72313. */
  72314. direction: Vector3;
  72315. private _shadowMinZ;
  72316. /**
  72317. * Gets the shadow projection clipping minimum z value.
  72318. */
  72319. /**
  72320. * Sets the shadow projection clipping minimum z value.
  72321. */
  72322. shadowMinZ: number;
  72323. private _shadowMaxZ;
  72324. /**
  72325. * Sets the shadow projection clipping maximum z value.
  72326. */
  72327. /**
  72328. * Gets the shadow projection clipping maximum z value.
  72329. */
  72330. shadowMaxZ: number;
  72331. /**
  72332. * Callback defining a custom Projection Matrix Builder.
  72333. * This can be used to override the default projection matrix computation.
  72334. */
  72335. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72336. /**
  72337. * The transformed position. Position of the light in world space taking parenting in account.
  72338. */
  72339. transformedPosition: Vector3;
  72340. /**
  72341. * The transformed direction. Direction of the light in world space taking parenting in account.
  72342. */
  72343. transformedDirection: Vector3;
  72344. private _needProjectionMatrixCompute;
  72345. /**
  72346. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72347. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72348. */
  72349. computeTransformedInformation(): boolean;
  72350. /**
  72351. * Return the depth scale used for the shadow map.
  72352. * @returns the depth scale.
  72353. */
  72354. getDepthScale(): number;
  72355. /**
  72356. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72357. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72358. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72359. */
  72360. getShadowDirection(faceIndex?: number): Vector3;
  72361. /**
  72362. * Returns the ShadowLight absolute position in the World.
  72363. * @returns the position vector in world space
  72364. */
  72365. getAbsolutePosition(): Vector3;
  72366. /**
  72367. * Sets the ShadowLight direction toward the passed target.
  72368. * @param target The point to target in local space
  72369. * @returns the updated ShadowLight direction
  72370. */
  72371. setDirectionToTarget(target: Vector3): Vector3;
  72372. /**
  72373. * Returns the light rotation in euler definition.
  72374. * @returns the x y z rotation in local space.
  72375. */
  72376. getRotation(): Vector3;
  72377. /**
  72378. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72379. * @returns true if a cube texture needs to be use
  72380. */
  72381. needCube(): boolean;
  72382. /**
  72383. * Detects if the projection matrix requires to be recomputed this frame.
  72384. * @returns true if it requires to be recomputed otherwise, false.
  72385. */
  72386. needProjectionMatrixCompute(): boolean;
  72387. /**
  72388. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72389. */
  72390. forceProjectionMatrixCompute(): void;
  72391. /** @hidden */
  72392. _initCache(): void;
  72393. /** @hidden */
  72394. _isSynchronized(): boolean;
  72395. /**
  72396. * Computes the world matrix of the node
  72397. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72398. * @returns the world matrix
  72399. */
  72400. computeWorldMatrix(force?: boolean): Matrix;
  72401. /**
  72402. * Gets the minZ used for shadow according to both the scene and the light.
  72403. * @param activeCamera The camera we are returning the min for
  72404. * @returns the depth min z
  72405. */
  72406. getDepthMinZ(activeCamera: Camera): number;
  72407. /**
  72408. * Gets the maxZ used for shadow according to both the scene and the light.
  72409. * @param activeCamera The camera we are returning the max for
  72410. * @returns the depth max z
  72411. */
  72412. getDepthMaxZ(activeCamera: Camera): number;
  72413. /**
  72414. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72415. * @param matrix The materix to updated with the projection information
  72416. * @param viewMatrix The transform matrix of the light
  72417. * @param renderList The list of mesh to render in the map
  72418. * @returns The current light
  72419. */
  72420. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72421. }
  72422. }
  72423. declare module BABYLON {
  72424. /**
  72425. * "Static Class" containing the most commonly used helper while dealing with material for
  72426. * rendering purpose.
  72427. *
  72428. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72429. *
  72430. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72431. */
  72432. export class MaterialHelper {
  72433. /**
  72434. * Bind the current view position to an effect.
  72435. * @param effect The effect to be bound
  72436. * @param scene The scene the eyes position is used from
  72437. */
  72438. static BindEyePosition(effect: Effect, scene: Scene): void;
  72439. /**
  72440. * Helps preparing the defines values about the UVs in used in the effect.
  72441. * UVs are shared as much as we can accross channels in the shaders.
  72442. * @param texture The texture we are preparing the UVs for
  72443. * @param defines The defines to update
  72444. * @param key The channel key "diffuse", "specular"... used in the shader
  72445. */
  72446. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72447. /**
  72448. * Binds a texture matrix value to its corrsponding uniform
  72449. * @param texture The texture to bind the matrix for
  72450. * @param uniformBuffer The uniform buffer receivin the data
  72451. * @param key The channel key "diffuse", "specular"... used in the shader
  72452. */
  72453. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72454. /**
  72455. * Gets the current status of the fog (should it be enabled?)
  72456. * @param mesh defines the mesh to evaluate for fog support
  72457. * @param scene defines the hosting scene
  72458. * @returns true if fog must be enabled
  72459. */
  72460. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72461. /**
  72462. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72463. * @param mesh defines the current mesh
  72464. * @param scene defines the current scene
  72465. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72466. * @param pointsCloud defines if point cloud rendering has to be turned on
  72467. * @param fogEnabled defines if fog has to be turned on
  72468. * @param alphaTest defines if alpha testing has to be turned on
  72469. * @param defines defines the current list of defines
  72470. */
  72471. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72472. /**
  72473. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72474. * @param scene defines the current scene
  72475. * @param engine defines the current engine
  72476. * @param defines specifies the list of active defines
  72477. * @param useInstances defines if instances have to be turned on
  72478. * @param useClipPlane defines if clip plane have to be turned on
  72479. */
  72480. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72481. /**
  72482. * Prepares the defines for bones
  72483. * @param mesh The mesh containing the geometry data we will draw
  72484. * @param defines The defines to update
  72485. */
  72486. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72487. /**
  72488. * Prepares the defines for morph targets
  72489. * @param mesh The mesh containing the geometry data we will draw
  72490. * @param defines The defines to update
  72491. */
  72492. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72493. /**
  72494. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72495. * @param mesh The mesh containing the geometry data we will draw
  72496. * @param defines The defines to update
  72497. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72498. * @param useBones Precise whether bones should be used or not (override mesh info)
  72499. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72500. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72501. * @returns false if defines are considered not dirty and have not been checked
  72502. */
  72503. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72504. /**
  72505. * Prepares the defines related to multiview
  72506. * @param scene The scene we are intending to draw
  72507. * @param defines The defines to update
  72508. */
  72509. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72510. /**
  72511. * Prepares the defines related to the light information passed in parameter
  72512. * @param scene The scene we are intending to draw
  72513. * @param mesh The mesh the effect is compiling for
  72514. * @param light The light the effect is compiling for
  72515. * @param lightIndex The index of the light
  72516. * @param defines The defines to update
  72517. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72518. * @param state Defines the current state regarding what is needed (normals, etc...)
  72519. */
  72520. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72521. needNormals: boolean;
  72522. needRebuild: boolean;
  72523. shadowEnabled: boolean;
  72524. specularEnabled: boolean;
  72525. lightmapMode: boolean;
  72526. }): void;
  72527. /**
  72528. * Prepares the defines related to the light information passed in parameter
  72529. * @param scene The scene we are intending to draw
  72530. * @param mesh The mesh the effect is compiling for
  72531. * @param defines The defines to update
  72532. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72533. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72534. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72535. * @returns true if normals will be required for the rest of the effect
  72536. */
  72537. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72538. /**
  72539. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72540. * @param lightIndex defines the light index
  72541. * @param uniformsList The uniform list
  72542. * @param samplersList The sampler list
  72543. * @param projectedLightTexture defines if projected texture must be used
  72544. * @param uniformBuffersList defines an optional list of uniform buffers
  72545. */
  72546. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72547. /**
  72548. * Prepares the uniforms and samplers list to be used in the effect
  72549. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72550. * @param samplersList The sampler list
  72551. * @param defines The defines helping in the list generation
  72552. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72553. */
  72554. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72555. /**
  72556. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72557. * @param defines The defines to update while falling back
  72558. * @param fallbacks The authorized effect fallbacks
  72559. * @param maxSimultaneousLights The maximum number of lights allowed
  72560. * @param rank the current rank of the Effect
  72561. * @returns The newly affected rank
  72562. */
  72563. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72564. private static _TmpMorphInfluencers;
  72565. /**
  72566. * Prepares the list of attributes required for morph targets according to the effect defines.
  72567. * @param attribs The current list of supported attribs
  72568. * @param mesh The mesh to prepare the morph targets attributes for
  72569. * @param influencers The number of influencers
  72570. */
  72571. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72572. /**
  72573. * Prepares the list of attributes required for morph targets according to the effect defines.
  72574. * @param attribs The current list of supported attribs
  72575. * @param mesh The mesh to prepare the morph targets attributes for
  72576. * @param defines The current Defines of the effect
  72577. */
  72578. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72579. /**
  72580. * Prepares the list of attributes required for bones according to the effect defines.
  72581. * @param attribs The current list of supported attribs
  72582. * @param mesh The mesh to prepare the bones attributes for
  72583. * @param defines The current Defines of the effect
  72584. * @param fallbacks The current efffect fallback strategy
  72585. */
  72586. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72587. /**
  72588. * Check and prepare the list of attributes required for instances according to the effect defines.
  72589. * @param attribs The current list of supported attribs
  72590. * @param defines The current MaterialDefines of the effect
  72591. */
  72592. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72593. /**
  72594. * Add the list of attributes required for instances to the attribs array.
  72595. * @param attribs The current list of supported attribs
  72596. */
  72597. static PushAttributesForInstances(attribs: string[]): void;
  72598. /**
  72599. * Binds the light shadow information to the effect for the given mesh.
  72600. * @param light The light containing the generator
  72601. * @param scene The scene the lights belongs to
  72602. * @param mesh The mesh we are binding the information to render
  72603. * @param lightIndex The light index in the effect used to render the mesh
  72604. * @param effect The effect we are binding the data to
  72605. */
  72606. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72607. /**
  72608. * Binds the light information to the effect.
  72609. * @param light The light containing the generator
  72610. * @param effect The effect we are binding the data to
  72611. * @param lightIndex The light index in the effect used to render
  72612. */
  72613. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72614. /**
  72615. * Binds the lights information from the scene to the effect for the given mesh.
  72616. * @param light Light to bind
  72617. * @param lightIndex Light index
  72618. * @param scene The scene where the light belongs to
  72619. * @param mesh The mesh we are binding the information to render
  72620. * @param effect The effect we are binding the data to
  72621. * @param useSpecular Defines if specular is supported
  72622. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72623. */
  72624. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72625. /**
  72626. * Binds the lights information from the scene to the effect for the given mesh.
  72627. * @param scene The scene the lights belongs to
  72628. * @param mesh The mesh we are binding the information to render
  72629. * @param effect The effect we are binding the data to
  72630. * @param defines The generated defines for the effect
  72631. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72632. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72633. */
  72634. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72635. private static _tempFogColor;
  72636. /**
  72637. * Binds the fog information from the scene to the effect for the given mesh.
  72638. * @param scene The scene the lights belongs to
  72639. * @param mesh The mesh we are binding the information to render
  72640. * @param effect The effect we are binding the data to
  72641. * @param linearSpace Defines if the fog effect is applied in linear space
  72642. */
  72643. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72644. /**
  72645. * Binds the bones information from the mesh to the effect.
  72646. * @param mesh The mesh we are binding the information to render
  72647. * @param effect The effect we are binding the data to
  72648. */
  72649. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72650. /**
  72651. * Binds the morph targets information from the mesh to the effect.
  72652. * @param abstractMesh The mesh we are binding the information to render
  72653. * @param effect The effect we are binding the data to
  72654. */
  72655. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72656. /**
  72657. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72658. * @param defines The generated defines used in the effect
  72659. * @param effect The effect we are binding the data to
  72660. * @param scene The scene we are willing to render with logarithmic scale for
  72661. */
  72662. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72663. /**
  72664. * Binds the clip plane information from the scene to the effect.
  72665. * @param scene The scene the clip plane information are extracted from
  72666. * @param effect The effect we are binding the data to
  72667. */
  72668. static BindClipPlane(effect: Effect, scene: Scene): void;
  72669. }
  72670. }
  72671. declare module BABYLON {
  72672. /** @hidden */
  72673. export var packingFunctions: {
  72674. name: string;
  72675. shader: string;
  72676. };
  72677. }
  72678. declare module BABYLON {
  72679. /** @hidden */
  72680. export var shadowMapPixelShader: {
  72681. name: string;
  72682. shader: string;
  72683. };
  72684. }
  72685. declare module BABYLON {
  72686. /** @hidden */
  72687. export var bonesDeclaration: {
  72688. name: string;
  72689. shader: string;
  72690. };
  72691. }
  72692. declare module BABYLON {
  72693. /** @hidden */
  72694. export var morphTargetsVertexGlobalDeclaration: {
  72695. name: string;
  72696. shader: string;
  72697. };
  72698. }
  72699. declare module BABYLON {
  72700. /** @hidden */
  72701. export var morphTargetsVertexDeclaration: {
  72702. name: string;
  72703. shader: string;
  72704. };
  72705. }
  72706. declare module BABYLON {
  72707. /** @hidden */
  72708. export var instancesDeclaration: {
  72709. name: string;
  72710. shader: string;
  72711. };
  72712. }
  72713. declare module BABYLON {
  72714. /** @hidden */
  72715. export var helperFunctions: {
  72716. name: string;
  72717. shader: string;
  72718. };
  72719. }
  72720. declare module BABYLON {
  72721. /** @hidden */
  72722. export var morphTargetsVertex: {
  72723. name: string;
  72724. shader: string;
  72725. };
  72726. }
  72727. declare module BABYLON {
  72728. /** @hidden */
  72729. export var instancesVertex: {
  72730. name: string;
  72731. shader: string;
  72732. };
  72733. }
  72734. declare module BABYLON {
  72735. /** @hidden */
  72736. export var bonesVertex: {
  72737. name: string;
  72738. shader: string;
  72739. };
  72740. }
  72741. declare module BABYLON {
  72742. /** @hidden */
  72743. export var shadowMapVertexShader: {
  72744. name: string;
  72745. shader: string;
  72746. };
  72747. }
  72748. declare module BABYLON {
  72749. /** @hidden */
  72750. export var depthBoxBlurPixelShader: {
  72751. name: string;
  72752. shader: string;
  72753. };
  72754. }
  72755. declare module BABYLON {
  72756. /**
  72757. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72758. */
  72759. export interface ICustomShaderOptions {
  72760. /**
  72761. * Gets or sets the custom shader name to use
  72762. */
  72763. shaderName: string;
  72764. /**
  72765. * The list of attribute names used in the shader
  72766. */
  72767. attributes?: string[];
  72768. /**
  72769. * The list of unifrom names used in the shader
  72770. */
  72771. uniforms?: string[];
  72772. /**
  72773. * The list of sampler names used in the shader
  72774. */
  72775. samplers?: string[];
  72776. /**
  72777. * The list of defines used in the shader
  72778. */
  72779. defines?: string[];
  72780. }
  72781. /**
  72782. * Interface to implement to create a shadow generator compatible with BJS.
  72783. */
  72784. export interface IShadowGenerator {
  72785. /**
  72786. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72787. * @returns The render target texture if present otherwise, null
  72788. */
  72789. getShadowMap(): Nullable<RenderTargetTexture>;
  72790. /**
  72791. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72792. * @returns The render target texture if the shadow map is present otherwise, null
  72793. */
  72794. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72795. /**
  72796. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72797. * @param subMesh The submesh we want to render in the shadow map
  72798. * @param useInstances Defines wether will draw in the map using instances
  72799. * @returns true if ready otherwise, false
  72800. */
  72801. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72802. /**
  72803. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72804. * @param defines Defines of the material we want to update
  72805. * @param lightIndex Index of the light in the enabled light list of the material
  72806. */
  72807. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  72808. /**
  72809. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72810. * defined in the generator but impacting the effect).
  72811. * It implies the unifroms available on the materials are the standard BJS ones.
  72812. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72813. * @param effect The effect we are binfing the information for
  72814. */
  72815. bindShadowLight(lightIndex: string, effect: Effect): void;
  72816. /**
  72817. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72818. * (eq to shadow prjection matrix * light transform matrix)
  72819. * @returns The transform matrix used to create the shadow map
  72820. */
  72821. getTransformMatrix(): Matrix;
  72822. /**
  72823. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72824. * Cube and 2D textures for instance.
  72825. */
  72826. recreateShadowMap(): void;
  72827. /**
  72828. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72829. * @param onCompiled Callback triggered at the and of the effects compilation
  72830. * @param options Sets of optional options forcing the compilation with different modes
  72831. */
  72832. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72833. useInstances: boolean;
  72834. }>): void;
  72835. /**
  72836. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72837. * @param options Sets of optional options forcing the compilation with different modes
  72838. * @returns A promise that resolves when the compilation completes
  72839. */
  72840. forceCompilationAsync(options?: Partial<{
  72841. useInstances: boolean;
  72842. }>): Promise<void>;
  72843. /**
  72844. * Serializes the shadow generator setup to a json object.
  72845. * @returns The serialized JSON object
  72846. */
  72847. serialize(): any;
  72848. /**
  72849. * Disposes the Shadow map and related Textures and effects.
  72850. */
  72851. dispose(): void;
  72852. }
  72853. /**
  72854. * Default implementation IShadowGenerator.
  72855. * This is the main object responsible of generating shadows in the framework.
  72856. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72857. */
  72858. export class ShadowGenerator implements IShadowGenerator {
  72859. /**
  72860. * Shadow generator mode None: no filtering applied.
  72861. */
  72862. static readonly FILTER_NONE: number;
  72863. /**
  72864. * Shadow generator mode ESM: Exponential Shadow Mapping.
  72865. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72866. */
  72867. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  72868. /**
  72869. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  72870. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  72871. */
  72872. static readonly FILTER_POISSONSAMPLING: number;
  72873. /**
  72874. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  72875. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72876. */
  72877. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  72878. /**
  72879. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  72880. * edge artifacts on steep falloff.
  72881. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72882. */
  72883. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  72884. /**
  72885. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  72886. * edge artifacts on steep falloff.
  72887. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72888. */
  72889. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  72890. /**
  72891. * Shadow generator mode PCF: Percentage Closer Filtering
  72892. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72893. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  72894. */
  72895. static readonly FILTER_PCF: number;
  72896. /**
  72897. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  72898. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72899. * Contact Hardening
  72900. */
  72901. static readonly FILTER_PCSS: number;
  72902. /**
  72903. * Reserved for PCF and PCSS
  72904. * Highest Quality.
  72905. *
  72906. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  72907. *
  72908. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  72909. */
  72910. static readonly QUALITY_HIGH: number;
  72911. /**
  72912. * Reserved for PCF and PCSS
  72913. * Good tradeoff for quality/perf cross devices
  72914. *
  72915. * Execute PCF on a 3*3 kernel.
  72916. *
  72917. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  72918. */
  72919. static readonly QUALITY_MEDIUM: number;
  72920. /**
  72921. * Reserved for PCF and PCSS
  72922. * The lowest quality but the fastest.
  72923. *
  72924. * Execute PCF on a 1*1 kernel.
  72925. *
  72926. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  72927. */
  72928. static readonly QUALITY_LOW: number;
  72929. /** Gets or sets the custom shader name to use */
  72930. customShaderOptions: ICustomShaderOptions;
  72931. /**
  72932. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  72933. */
  72934. onBeforeShadowMapRenderObservable: Observable<Effect>;
  72935. /**
  72936. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  72937. */
  72938. onAfterShadowMapRenderObservable: Observable<Effect>;
  72939. /**
  72940. * Observable triggered before a mesh is rendered in the shadow map.
  72941. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  72942. */
  72943. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  72944. /**
  72945. * Observable triggered after a mesh is rendered in the shadow map.
  72946. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  72947. */
  72948. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  72949. private _bias;
  72950. /**
  72951. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  72952. */
  72953. /**
  72954. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  72955. */
  72956. bias: number;
  72957. private _normalBias;
  72958. /**
  72959. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72960. */
  72961. /**
  72962. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72963. */
  72964. normalBias: number;
  72965. private _blurBoxOffset;
  72966. /**
  72967. * Gets the blur box offset: offset applied during the blur pass.
  72968. * Only useful if useKernelBlur = false
  72969. */
  72970. /**
  72971. * Sets the blur box offset: offset applied during the blur pass.
  72972. * Only useful if useKernelBlur = false
  72973. */
  72974. blurBoxOffset: number;
  72975. private _blurScale;
  72976. /**
  72977. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  72978. * 2 means half of the size.
  72979. */
  72980. /**
  72981. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  72982. * 2 means half of the size.
  72983. */
  72984. blurScale: number;
  72985. private _blurKernel;
  72986. /**
  72987. * Gets the blur kernel: kernel size of the blur pass.
  72988. * Only useful if useKernelBlur = true
  72989. */
  72990. /**
  72991. * Sets the blur kernel: kernel size of the blur pass.
  72992. * Only useful if useKernelBlur = true
  72993. */
  72994. blurKernel: number;
  72995. private _useKernelBlur;
  72996. /**
  72997. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  72998. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72999. */
  73000. /**
  73001. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73002. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73003. */
  73004. useKernelBlur: boolean;
  73005. private _depthScale;
  73006. /**
  73007. * Gets the depth scale used in ESM mode.
  73008. */
  73009. /**
  73010. * Sets the depth scale used in ESM mode.
  73011. * This can override the scale stored on the light.
  73012. */
  73013. depthScale: number;
  73014. private _filter;
  73015. /**
  73016. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73017. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73018. */
  73019. /**
  73020. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73021. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73022. */
  73023. filter: number;
  73024. /**
  73025. * Gets if the current filter is set to Poisson Sampling.
  73026. */
  73027. /**
  73028. * Sets the current filter to Poisson Sampling.
  73029. */
  73030. usePoissonSampling: boolean;
  73031. /**
  73032. * Gets if the current filter is set to ESM.
  73033. */
  73034. /**
  73035. * Sets the current filter is to ESM.
  73036. */
  73037. useExponentialShadowMap: boolean;
  73038. /**
  73039. * Gets if the current filter is set to filtered ESM.
  73040. */
  73041. /**
  73042. * Gets if the current filter is set to filtered ESM.
  73043. */
  73044. useBlurExponentialShadowMap: boolean;
  73045. /**
  73046. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73047. * exponential to prevent steep falloff artifacts).
  73048. */
  73049. /**
  73050. * Sets the current filter to "close ESM" (using the inverse of the
  73051. * exponential to prevent steep falloff artifacts).
  73052. */
  73053. useCloseExponentialShadowMap: boolean;
  73054. /**
  73055. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73056. * exponential to prevent steep falloff artifacts).
  73057. */
  73058. /**
  73059. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73060. * exponential to prevent steep falloff artifacts).
  73061. */
  73062. useBlurCloseExponentialShadowMap: boolean;
  73063. /**
  73064. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73065. */
  73066. /**
  73067. * Sets the current filter to "PCF" (percentage closer filtering).
  73068. */
  73069. usePercentageCloserFiltering: boolean;
  73070. private _filteringQuality;
  73071. /**
  73072. * Gets the PCF or PCSS Quality.
  73073. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73074. */
  73075. /**
  73076. * Sets the PCF or PCSS Quality.
  73077. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73078. */
  73079. filteringQuality: number;
  73080. /**
  73081. * Gets if the current filter is set to "PCSS" (contact hardening).
  73082. */
  73083. /**
  73084. * Sets the current filter to "PCSS" (contact hardening).
  73085. */
  73086. useContactHardeningShadow: boolean;
  73087. private _contactHardeningLightSizeUVRatio;
  73088. /**
  73089. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73090. * Using a ratio helps keeping shape stability independently of the map size.
  73091. *
  73092. * It does not account for the light projection as it was having too much
  73093. * instability during the light setup or during light position changes.
  73094. *
  73095. * Only valid if useContactHardeningShadow is true.
  73096. */
  73097. /**
  73098. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73099. * Using a ratio helps keeping shape stability independently of the map size.
  73100. *
  73101. * It does not account for the light projection as it was having too much
  73102. * instability during the light setup or during light position changes.
  73103. *
  73104. * Only valid if useContactHardeningShadow is true.
  73105. */
  73106. contactHardeningLightSizeUVRatio: number;
  73107. private _darkness;
  73108. /** Gets or sets the actual darkness of a shadow */
  73109. darkness: number;
  73110. /**
  73111. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73112. * 0 means strongest and 1 would means no shadow.
  73113. * @returns the darkness.
  73114. */
  73115. getDarkness(): number;
  73116. /**
  73117. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73118. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73119. * @returns the shadow generator allowing fluent coding.
  73120. */
  73121. setDarkness(darkness: number): ShadowGenerator;
  73122. private _transparencyShadow;
  73123. /** Gets or sets the ability to have transparent shadow */
  73124. transparencyShadow: boolean;
  73125. /**
  73126. * Sets the ability to have transparent shadow (boolean).
  73127. * @param transparent True if transparent else False
  73128. * @returns the shadow generator allowing fluent coding
  73129. */
  73130. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73131. private _shadowMap;
  73132. private _shadowMap2;
  73133. /**
  73134. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73135. * @returns The render target texture if present otherwise, null
  73136. */
  73137. getShadowMap(): Nullable<RenderTargetTexture>;
  73138. /**
  73139. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73140. * @returns The render target texture if the shadow map is present otherwise, null
  73141. */
  73142. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73143. /**
  73144. * Gets the class name of that object
  73145. * @returns "ShadowGenerator"
  73146. */
  73147. getClassName(): string;
  73148. /**
  73149. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73150. * @param mesh Mesh to add
  73151. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73152. * @returns the Shadow Generator itself
  73153. */
  73154. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73155. /**
  73156. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73157. * @param mesh Mesh to remove
  73158. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73159. * @returns the Shadow Generator itself
  73160. */
  73161. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73162. /**
  73163. * Controls the extent to which the shadows fade out at the edge of the frustum
  73164. * Used only by directionals and spots
  73165. */
  73166. frustumEdgeFalloff: number;
  73167. private _light;
  73168. /**
  73169. * Returns the associated light object.
  73170. * @returns the light generating the shadow
  73171. */
  73172. getLight(): IShadowLight;
  73173. /**
  73174. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73175. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73176. * It might on the other hand introduce peter panning.
  73177. */
  73178. forceBackFacesOnly: boolean;
  73179. private _scene;
  73180. private _lightDirection;
  73181. private _effect;
  73182. private _viewMatrix;
  73183. private _projectionMatrix;
  73184. private _transformMatrix;
  73185. private _cachedPosition;
  73186. private _cachedDirection;
  73187. private _cachedDefines;
  73188. private _currentRenderID;
  73189. private _boxBlurPostprocess;
  73190. private _kernelBlurXPostprocess;
  73191. private _kernelBlurYPostprocess;
  73192. private _blurPostProcesses;
  73193. private _mapSize;
  73194. private _currentFaceIndex;
  73195. private _currentFaceIndexCache;
  73196. private _textureType;
  73197. private _defaultTextureMatrix;
  73198. /** @hidden */
  73199. static _SceneComponentInitialization: (scene: Scene) => void;
  73200. /**
  73201. * Creates a ShadowGenerator object.
  73202. * A ShadowGenerator is the required tool to use the shadows.
  73203. * Each light casting shadows needs to use its own ShadowGenerator.
  73204. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73205. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73206. * @param light The light object generating the shadows.
  73207. * @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.
  73208. */
  73209. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73210. private _initializeGenerator;
  73211. private _initializeShadowMap;
  73212. private _initializeBlurRTTAndPostProcesses;
  73213. private _renderForShadowMap;
  73214. private _renderSubMeshForShadowMap;
  73215. private _applyFilterValues;
  73216. /**
  73217. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73218. * @param onCompiled Callback triggered at the and of the effects compilation
  73219. * @param options Sets of optional options forcing the compilation with different modes
  73220. */
  73221. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73222. useInstances: boolean;
  73223. }>): void;
  73224. /**
  73225. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73226. * @param options Sets of optional options forcing the compilation with different modes
  73227. * @returns A promise that resolves when the compilation completes
  73228. */
  73229. forceCompilationAsync(options?: Partial<{
  73230. useInstances: boolean;
  73231. }>): Promise<void>;
  73232. /**
  73233. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73234. * @param subMesh The submesh we want to render in the shadow map
  73235. * @param useInstances Defines wether will draw in the map using instances
  73236. * @returns true if ready otherwise, false
  73237. */
  73238. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73239. /**
  73240. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73241. * @param defines Defines of the material we want to update
  73242. * @param lightIndex Index of the light in the enabled light list of the material
  73243. */
  73244. prepareDefines(defines: any, lightIndex: number): void;
  73245. /**
  73246. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73247. * defined in the generator but impacting the effect).
  73248. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73249. * @param effect The effect we are binfing the information for
  73250. */
  73251. bindShadowLight(lightIndex: string, effect: Effect): void;
  73252. /**
  73253. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73254. * (eq to shadow prjection matrix * light transform matrix)
  73255. * @returns The transform matrix used to create the shadow map
  73256. */
  73257. getTransformMatrix(): Matrix;
  73258. /**
  73259. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73260. * Cube and 2D textures for instance.
  73261. */
  73262. recreateShadowMap(): void;
  73263. private _disposeBlurPostProcesses;
  73264. private _disposeRTTandPostProcesses;
  73265. /**
  73266. * Disposes the ShadowGenerator.
  73267. * Returns nothing.
  73268. */
  73269. dispose(): void;
  73270. /**
  73271. * Serializes the shadow generator setup to a json object.
  73272. * @returns The serialized JSON object
  73273. */
  73274. serialize(): any;
  73275. /**
  73276. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73277. * @param parsedShadowGenerator The JSON object to parse
  73278. * @param scene The scene to create the shadow map for
  73279. * @returns The parsed shadow generator
  73280. */
  73281. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73282. }
  73283. }
  73284. declare module BABYLON {
  73285. /**
  73286. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73287. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73288. * 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.
  73289. */
  73290. export abstract class Light extends Node {
  73291. /**
  73292. * Falloff Default: light is falling off following the material specification:
  73293. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73294. */
  73295. static readonly FALLOFF_DEFAULT: number;
  73296. /**
  73297. * Falloff Physical: light is falling off following the inverse squared distance law.
  73298. */
  73299. static readonly FALLOFF_PHYSICAL: number;
  73300. /**
  73301. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73302. * to enhance interoperability with other engines.
  73303. */
  73304. static readonly FALLOFF_GLTF: number;
  73305. /**
  73306. * Falloff Standard: light is falling off like in the standard material
  73307. * to enhance interoperability with other materials.
  73308. */
  73309. static readonly FALLOFF_STANDARD: number;
  73310. /**
  73311. * If every light affecting the material is in this lightmapMode,
  73312. * material.lightmapTexture adds or multiplies
  73313. * (depends on material.useLightmapAsShadowmap)
  73314. * after every other light calculations.
  73315. */
  73316. static readonly LIGHTMAP_DEFAULT: number;
  73317. /**
  73318. * material.lightmapTexture as only diffuse lighting from this light
  73319. * adds only specular lighting from this light
  73320. * adds dynamic shadows
  73321. */
  73322. static readonly LIGHTMAP_SPECULAR: number;
  73323. /**
  73324. * material.lightmapTexture as only lighting
  73325. * no light calculation from this light
  73326. * only adds dynamic shadows from this light
  73327. */
  73328. static readonly LIGHTMAP_SHADOWSONLY: number;
  73329. /**
  73330. * Each light type uses the default quantity according to its type:
  73331. * point/spot lights use luminous intensity
  73332. * directional lights use illuminance
  73333. */
  73334. static readonly INTENSITYMODE_AUTOMATIC: number;
  73335. /**
  73336. * lumen (lm)
  73337. */
  73338. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73339. /**
  73340. * candela (lm/sr)
  73341. */
  73342. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73343. /**
  73344. * lux (lm/m^2)
  73345. */
  73346. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73347. /**
  73348. * nit (cd/m^2)
  73349. */
  73350. static readonly INTENSITYMODE_LUMINANCE: number;
  73351. /**
  73352. * Light type const id of the point light.
  73353. */
  73354. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73355. /**
  73356. * Light type const id of the directional light.
  73357. */
  73358. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73359. /**
  73360. * Light type const id of the spot light.
  73361. */
  73362. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73363. /**
  73364. * Light type const id of the hemispheric light.
  73365. */
  73366. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73367. /**
  73368. * Diffuse gives the basic color to an object.
  73369. */
  73370. diffuse: Color3;
  73371. /**
  73372. * Specular produces a highlight color on an object.
  73373. * Note: This is note affecting PBR materials.
  73374. */
  73375. specular: Color3;
  73376. /**
  73377. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73378. * falling off base on range or angle.
  73379. * This can be set to any values in Light.FALLOFF_x.
  73380. *
  73381. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73382. * other types of materials.
  73383. */
  73384. falloffType: number;
  73385. /**
  73386. * Strength of the light.
  73387. * Note: By default it is define in the framework own unit.
  73388. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73389. */
  73390. intensity: number;
  73391. private _range;
  73392. protected _inverseSquaredRange: number;
  73393. /**
  73394. * Defines how far from the source the light is impacting in scene units.
  73395. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73396. */
  73397. /**
  73398. * Defines how far from the source the light is impacting in scene units.
  73399. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73400. */
  73401. range: number;
  73402. /**
  73403. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73404. * of light.
  73405. */
  73406. private _photometricScale;
  73407. private _intensityMode;
  73408. /**
  73409. * Gets the photometric scale used to interpret the intensity.
  73410. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73411. */
  73412. /**
  73413. * Sets the photometric scale used to interpret the intensity.
  73414. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73415. */
  73416. intensityMode: number;
  73417. private _radius;
  73418. /**
  73419. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73420. */
  73421. /**
  73422. * sets the light radius used by PBR Materials to simulate soft area lights.
  73423. */
  73424. radius: number;
  73425. private _renderPriority;
  73426. /**
  73427. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73428. * exceeding the number allowed of the materials.
  73429. */
  73430. renderPriority: number;
  73431. private _shadowEnabled;
  73432. /**
  73433. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73434. * the current shadow generator.
  73435. */
  73436. /**
  73437. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73438. * the current shadow generator.
  73439. */
  73440. shadowEnabled: boolean;
  73441. private _includedOnlyMeshes;
  73442. /**
  73443. * Gets the only meshes impacted by this light.
  73444. */
  73445. /**
  73446. * Sets the only meshes impacted by this light.
  73447. */
  73448. includedOnlyMeshes: AbstractMesh[];
  73449. private _excludedMeshes;
  73450. /**
  73451. * Gets the meshes not impacted by this light.
  73452. */
  73453. /**
  73454. * Sets the meshes not impacted by this light.
  73455. */
  73456. excludedMeshes: AbstractMesh[];
  73457. private _excludeWithLayerMask;
  73458. /**
  73459. * Gets the layer id use to find what meshes are not impacted by the light.
  73460. * Inactive if 0
  73461. */
  73462. /**
  73463. * Sets the layer id use to find what meshes are not impacted by the light.
  73464. * Inactive if 0
  73465. */
  73466. excludeWithLayerMask: number;
  73467. private _includeOnlyWithLayerMask;
  73468. /**
  73469. * Gets the layer id use to find what meshes are impacted by the light.
  73470. * Inactive if 0
  73471. */
  73472. /**
  73473. * Sets the layer id use to find what meshes are impacted by the light.
  73474. * Inactive if 0
  73475. */
  73476. includeOnlyWithLayerMask: number;
  73477. private _lightmapMode;
  73478. /**
  73479. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73480. */
  73481. /**
  73482. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73483. */
  73484. lightmapMode: number;
  73485. /**
  73486. * Shadow generator associted to the light.
  73487. * @hidden Internal use only.
  73488. */
  73489. _shadowGenerator: Nullable<IShadowGenerator>;
  73490. /**
  73491. * @hidden Internal use only.
  73492. */
  73493. _excludedMeshesIds: string[];
  73494. /**
  73495. * @hidden Internal use only.
  73496. */
  73497. _includedOnlyMeshesIds: string[];
  73498. /**
  73499. * The current light unifom buffer.
  73500. * @hidden Internal use only.
  73501. */
  73502. _uniformBuffer: UniformBuffer;
  73503. /**
  73504. * Creates a Light object in the scene.
  73505. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73506. * @param name The firendly name of the light
  73507. * @param scene The scene the light belongs too
  73508. */
  73509. constructor(name: string, scene: Scene);
  73510. protected abstract _buildUniformLayout(): void;
  73511. /**
  73512. * Sets the passed Effect "effect" with the Light information.
  73513. * @param effect The effect to update
  73514. * @param lightIndex The index of the light in the effect to update
  73515. * @returns The light
  73516. */
  73517. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73518. /**
  73519. * Returns the string "Light".
  73520. * @returns the class name
  73521. */
  73522. getClassName(): string;
  73523. /** @hidden */
  73524. readonly _isLight: boolean;
  73525. /**
  73526. * Converts the light information to a readable string for debug purpose.
  73527. * @param fullDetails Supports for multiple levels of logging within scene loading
  73528. * @returns the human readable light info
  73529. */
  73530. toString(fullDetails?: boolean): string;
  73531. /** @hidden */
  73532. protected _syncParentEnabledState(): void;
  73533. /**
  73534. * Set the enabled state of this node.
  73535. * @param value - the new enabled state
  73536. */
  73537. setEnabled(value: boolean): void;
  73538. /**
  73539. * Returns the Light associated shadow generator if any.
  73540. * @return the associated shadow generator.
  73541. */
  73542. getShadowGenerator(): Nullable<IShadowGenerator>;
  73543. /**
  73544. * Returns a Vector3, the absolute light position in the World.
  73545. * @returns the world space position of the light
  73546. */
  73547. getAbsolutePosition(): Vector3;
  73548. /**
  73549. * Specifies if the light will affect the passed mesh.
  73550. * @param mesh The mesh to test against the light
  73551. * @return true the mesh is affected otherwise, false.
  73552. */
  73553. canAffectMesh(mesh: AbstractMesh): boolean;
  73554. /**
  73555. * Sort function to order lights for rendering.
  73556. * @param a First Light object to compare to second.
  73557. * @param b Second Light object to compare first.
  73558. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73559. */
  73560. static CompareLightsPriority(a: Light, b: Light): number;
  73561. /**
  73562. * Releases resources associated with this node.
  73563. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73564. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73565. */
  73566. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73567. /**
  73568. * Returns the light type ID (integer).
  73569. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73570. */
  73571. getTypeID(): number;
  73572. /**
  73573. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73574. * @returns the scaled intensity in intensity mode unit
  73575. */
  73576. getScaledIntensity(): number;
  73577. /**
  73578. * Returns a new Light object, named "name", from the current one.
  73579. * @param name The name of the cloned light
  73580. * @returns the new created light
  73581. */
  73582. clone(name: string): Nullable<Light>;
  73583. /**
  73584. * Serializes the current light into a Serialization object.
  73585. * @returns the serialized object.
  73586. */
  73587. serialize(): any;
  73588. /**
  73589. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73590. * This new light is named "name" and added to the passed scene.
  73591. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73592. * @param name The friendly name of the light
  73593. * @param scene The scene the new light will belong to
  73594. * @returns the constructor function
  73595. */
  73596. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73597. /**
  73598. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73599. * @param parsedLight The JSON representation of the light
  73600. * @param scene The scene to create the parsed light in
  73601. * @returns the created light after parsing
  73602. */
  73603. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73604. private _hookArrayForExcluded;
  73605. private _hookArrayForIncludedOnly;
  73606. private _resyncMeshes;
  73607. /**
  73608. * Forces the meshes to update their light related information in their rendering used effects
  73609. * @hidden Internal Use Only
  73610. */
  73611. _markMeshesAsLightDirty(): void;
  73612. /**
  73613. * Recomputes the cached photometric scale if needed.
  73614. */
  73615. private _computePhotometricScale;
  73616. /**
  73617. * Returns the Photometric Scale according to the light type and intensity mode.
  73618. */
  73619. private _getPhotometricScale;
  73620. /**
  73621. * Reorder the light in the scene according to their defined priority.
  73622. * @hidden Internal Use Only
  73623. */
  73624. _reorderLightsInScene(): void;
  73625. /**
  73626. * Prepares the list of defines specific to the light type.
  73627. * @param defines the list of defines
  73628. * @param lightIndex defines the index of the light for the effect
  73629. */
  73630. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73631. }
  73632. }
  73633. declare module BABYLON {
  73634. /**
  73635. * Interface used to define Action
  73636. */
  73637. export interface IAction {
  73638. /**
  73639. * Trigger for the action
  73640. */
  73641. trigger: number;
  73642. /** Options of the trigger */
  73643. triggerOptions: any;
  73644. /**
  73645. * Gets the trigger parameters
  73646. * @returns the trigger parameters
  73647. */
  73648. getTriggerParameter(): any;
  73649. /**
  73650. * Internal only - executes current action event
  73651. * @hidden
  73652. */
  73653. _executeCurrent(evt?: ActionEvent): void;
  73654. /**
  73655. * Serialize placeholder for child classes
  73656. * @param parent of child
  73657. * @returns the serialized object
  73658. */
  73659. serialize(parent: any): any;
  73660. /**
  73661. * Internal only
  73662. * @hidden
  73663. */
  73664. _prepare(): void;
  73665. /**
  73666. * Internal only - manager for action
  73667. * @hidden
  73668. */
  73669. _actionManager: AbstractActionManager;
  73670. /**
  73671. * Adds action to chain of actions, may be a DoNothingAction
  73672. * @param action defines the next action to execute
  73673. * @returns The action passed in
  73674. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73675. */
  73676. then(action: IAction): IAction;
  73677. }
  73678. /**
  73679. * The action to be carried out following a trigger
  73680. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73681. */
  73682. export class Action implements IAction {
  73683. /** the trigger, with or without parameters, for the action */
  73684. triggerOptions: any;
  73685. /**
  73686. * Trigger for the action
  73687. */
  73688. trigger: number;
  73689. /**
  73690. * Internal only - manager for action
  73691. * @hidden
  73692. */
  73693. _actionManager: ActionManager;
  73694. private _nextActiveAction;
  73695. private _child;
  73696. private _condition?;
  73697. private _triggerParameter;
  73698. /**
  73699. * An event triggered prior to action being executed.
  73700. */
  73701. onBeforeExecuteObservable: Observable<Action>;
  73702. /**
  73703. * Creates a new Action
  73704. * @param triggerOptions the trigger, with or without parameters, for the action
  73705. * @param condition an optional determinant of action
  73706. */
  73707. constructor(
  73708. /** the trigger, with or without parameters, for the action */
  73709. triggerOptions: any, condition?: Condition);
  73710. /**
  73711. * Internal only
  73712. * @hidden
  73713. */
  73714. _prepare(): void;
  73715. /**
  73716. * Gets the trigger parameters
  73717. * @returns the trigger parameters
  73718. */
  73719. getTriggerParameter(): any;
  73720. /**
  73721. * Internal only - executes current action event
  73722. * @hidden
  73723. */
  73724. _executeCurrent(evt?: ActionEvent): void;
  73725. /**
  73726. * Execute placeholder for child classes
  73727. * @param evt optional action event
  73728. */
  73729. execute(evt?: ActionEvent): void;
  73730. /**
  73731. * Skips to next active action
  73732. */
  73733. skipToNextActiveAction(): void;
  73734. /**
  73735. * Adds action to chain of actions, may be a DoNothingAction
  73736. * @param action defines the next action to execute
  73737. * @returns The action passed in
  73738. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73739. */
  73740. then(action: Action): Action;
  73741. /**
  73742. * Internal only
  73743. * @hidden
  73744. */
  73745. _getProperty(propertyPath: string): string;
  73746. /**
  73747. * Internal only
  73748. * @hidden
  73749. */
  73750. _getEffectiveTarget(target: any, propertyPath: string): any;
  73751. /**
  73752. * Serialize placeholder for child classes
  73753. * @param parent of child
  73754. * @returns the serialized object
  73755. */
  73756. serialize(parent: any): any;
  73757. /**
  73758. * Internal only called by serialize
  73759. * @hidden
  73760. */
  73761. protected _serialize(serializedAction: any, parent?: any): any;
  73762. /**
  73763. * Internal only
  73764. * @hidden
  73765. */
  73766. static _SerializeValueAsString: (value: any) => string;
  73767. /**
  73768. * Internal only
  73769. * @hidden
  73770. */
  73771. static _GetTargetProperty: (target: Node | Scene) => {
  73772. name: string;
  73773. targetType: string;
  73774. value: string;
  73775. };
  73776. }
  73777. }
  73778. declare module BABYLON {
  73779. /**
  73780. * A Condition applied to an Action
  73781. */
  73782. export class Condition {
  73783. /**
  73784. * Internal only - manager for action
  73785. * @hidden
  73786. */
  73787. _actionManager: ActionManager;
  73788. /**
  73789. * Internal only
  73790. * @hidden
  73791. */
  73792. _evaluationId: number;
  73793. /**
  73794. * Internal only
  73795. * @hidden
  73796. */
  73797. _currentResult: boolean;
  73798. /**
  73799. * Creates a new Condition
  73800. * @param actionManager the manager of the action the condition is applied to
  73801. */
  73802. constructor(actionManager: ActionManager);
  73803. /**
  73804. * Check if the current condition is valid
  73805. * @returns a boolean
  73806. */
  73807. isValid(): boolean;
  73808. /**
  73809. * Internal only
  73810. * @hidden
  73811. */
  73812. _getProperty(propertyPath: string): string;
  73813. /**
  73814. * Internal only
  73815. * @hidden
  73816. */
  73817. _getEffectiveTarget(target: any, propertyPath: string): any;
  73818. /**
  73819. * Serialize placeholder for child classes
  73820. * @returns the serialized object
  73821. */
  73822. serialize(): any;
  73823. /**
  73824. * Internal only
  73825. * @hidden
  73826. */
  73827. protected _serialize(serializedCondition: any): any;
  73828. }
  73829. /**
  73830. * Defines specific conditional operators as extensions of Condition
  73831. */
  73832. export class ValueCondition extends Condition {
  73833. /** path to specify the property of the target the conditional operator uses */
  73834. propertyPath: string;
  73835. /** the value compared by the conditional operator against the current value of the property */
  73836. value: any;
  73837. /** the conditional operator, default ValueCondition.IsEqual */
  73838. operator: number;
  73839. /**
  73840. * Internal only
  73841. * @hidden
  73842. */
  73843. private static _IsEqual;
  73844. /**
  73845. * Internal only
  73846. * @hidden
  73847. */
  73848. private static _IsDifferent;
  73849. /**
  73850. * Internal only
  73851. * @hidden
  73852. */
  73853. private static _IsGreater;
  73854. /**
  73855. * Internal only
  73856. * @hidden
  73857. */
  73858. private static _IsLesser;
  73859. /**
  73860. * returns the number for IsEqual
  73861. */
  73862. static readonly IsEqual: number;
  73863. /**
  73864. * Returns the number for IsDifferent
  73865. */
  73866. static readonly IsDifferent: number;
  73867. /**
  73868. * Returns the number for IsGreater
  73869. */
  73870. static readonly IsGreater: number;
  73871. /**
  73872. * Returns the number for IsLesser
  73873. */
  73874. static readonly IsLesser: number;
  73875. /**
  73876. * Internal only The action manager for the condition
  73877. * @hidden
  73878. */
  73879. _actionManager: ActionManager;
  73880. /**
  73881. * Internal only
  73882. * @hidden
  73883. */
  73884. private _target;
  73885. /**
  73886. * Internal only
  73887. * @hidden
  73888. */
  73889. private _effectiveTarget;
  73890. /**
  73891. * Internal only
  73892. * @hidden
  73893. */
  73894. private _property;
  73895. /**
  73896. * Creates a new ValueCondition
  73897. * @param actionManager manager for the action the condition applies to
  73898. * @param target for the action
  73899. * @param propertyPath path to specify the property of the target the conditional operator uses
  73900. * @param value the value compared by the conditional operator against the current value of the property
  73901. * @param operator the conditional operator, default ValueCondition.IsEqual
  73902. */
  73903. constructor(actionManager: ActionManager, target: any,
  73904. /** path to specify the property of the target the conditional operator uses */
  73905. propertyPath: string,
  73906. /** the value compared by the conditional operator against the current value of the property */
  73907. value: any,
  73908. /** the conditional operator, default ValueCondition.IsEqual */
  73909. operator?: number);
  73910. /**
  73911. * Compares the given value with the property value for the specified conditional operator
  73912. * @returns the result of the comparison
  73913. */
  73914. isValid(): boolean;
  73915. /**
  73916. * Serialize the ValueCondition into a JSON compatible object
  73917. * @returns serialization object
  73918. */
  73919. serialize(): any;
  73920. /**
  73921. * Gets the name of the conditional operator for the ValueCondition
  73922. * @param operator the conditional operator
  73923. * @returns the name
  73924. */
  73925. static GetOperatorName(operator: number): string;
  73926. }
  73927. /**
  73928. * Defines a predicate condition as an extension of Condition
  73929. */
  73930. export class PredicateCondition extends Condition {
  73931. /** defines the predicate function used to validate the condition */
  73932. predicate: () => boolean;
  73933. /**
  73934. * Internal only - manager for action
  73935. * @hidden
  73936. */
  73937. _actionManager: ActionManager;
  73938. /**
  73939. * Creates a new PredicateCondition
  73940. * @param actionManager manager for the action the condition applies to
  73941. * @param predicate defines the predicate function used to validate the condition
  73942. */
  73943. constructor(actionManager: ActionManager,
  73944. /** defines the predicate function used to validate the condition */
  73945. predicate: () => boolean);
  73946. /**
  73947. * @returns the validity of the predicate condition
  73948. */
  73949. isValid(): boolean;
  73950. }
  73951. /**
  73952. * Defines a state condition as an extension of Condition
  73953. */
  73954. export class StateCondition extends Condition {
  73955. /** Value to compare with target state */
  73956. value: string;
  73957. /**
  73958. * Internal only - manager for action
  73959. * @hidden
  73960. */
  73961. _actionManager: ActionManager;
  73962. /**
  73963. * Internal only
  73964. * @hidden
  73965. */
  73966. private _target;
  73967. /**
  73968. * Creates a new StateCondition
  73969. * @param actionManager manager for the action the condition applies to
  73970. * @param target of the condition
  73971. * @param value to compare with target state
  73972. */
  73973. constructor(actionManager: ActionManager, target: any,
  73974. /** Value to compare with target state */
  73975. value: string);
  73976. /**
  73977. * Gets a boolean indicating if the current condition is met
  73978. * @returns the validity of the state
  73979. */
  73980. isValid(): boolean;
  73981. /**
  73982. * Serialize the StateCondition into a JSON compatible object
  73983. * @returns serialization object
  73984. */
  73985. serialize(): any;
  73986. }
  73987. }
  73988. declare module BABYLON {
  73989. /**
  73990. * This defines an action responsible to toggle a boolean once triggered.
  73991. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73992. */
  73993. export class SwitchBooleanAction extends Action {
  73994. /**
  73995. * The path to the boolean property in the target object
  73996. */
  73997. propertyPath: string;
  73998. private _target;
  73999. private _effectiveTarget;
  74000. private _property;
  74001. /**
  74002. * Instantiate the action
  74003. * @param triggerOptions defines the trigger options
  74004. * @param target defines the object containing the boolean
  74005. * @param propertyPath defines the path to the boolean property in the target object
  74006. * @param condition defines the trigger related conditions
  74007. */
  74008. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74009. /** @hidden */
  74010. _prepare(): void;
  74011. /**
  74012. * Execute the action toggle the boolean value.
  74013. */
  74014. execute(): void;
  74015. /**
  74016. * Serializes the actions and its related information.
  74017. * @param parent defines the object to serialize in
  74018. * @returns the serialized object
  74019. */
  74020. serialize(parent: any): any;
  74021. }
  74022. /**
  74023. * This defines an action responsible to set a the state field of the target
  74024. * to a desired value once triggered.
  74025. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74026. */
  74027. export class SetStateAction extends Action {
  74028. /**
  74029. * The value to store in the state field.
  74030. */
  74031. value: string;
  74032. private _target;
  74033. /**
  74034. * Instantiate the action
  74035. * @param triggerOptions defines the trigger options
  74036. * @param target defines the object containing the state property
  74037. * @param value defines the value to store in the state field
  74038. * @param condition defines the trigger related conditions
  74039. */
  74040. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74041. /**
  74042. * Execute the action and store the value on the target state property.
  74043. */
  74044. execute(): void;
  74045. /**
  74046. * Serializes the actions and its related information.
  74047. * @param parent defines the object to serialize in
  74048. * @returns the serialized object
  74049. */
  74050. serialize(parent: any): any;
  74051. }
  74052. /**
  74053. * This defines an action responsible to set a property of the target
  74054. * to a desired value once triggered.
  74055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74056. */
  74057. export class SetValueAction extends Action {
  74058. /**
  74059. * The path of the property to set in the target.
  74060. */
  74061. propertyPath: string;
  74062. /**
  74063. * The value to set in the property
  74064. */
  74065. value: any;
  74066. private _target;
  74067. private _effectiveTarget;
  74068. private _property;
  74069. /**
  74070. * Instantiate the action
  74071. * @param triggerOptions defines the trigger options
  74072. * @param target defines the object containing the property
  74073. * @param propertyPath defines the path of the property to set in the target
  74074. * @param value defines the value to set in the property
  74075. * @param condition defines the trigger related conditions
  74076. */
  74077. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74078. /** @hidden */
  74079. _prepare(): void;
  74080. /**
  74081. * Execute the action and set the targetted property to the desired value.
  74082. */
  74083. execute(): void;
  74084. /**
  74085. * Serializes the actions and its related information.
  74086. * @param parent defines the object to serialize in
  74087. * @returns the serialized object
  74088. */
  74089. serialize(parent: any): any;
  74090. }
  74091. /**
  74092. * This defines an action responsible to increment the target value
  74093. * to a desired value once triggered.
  74094. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74095. */
  74096. export class IncrementValueAction extends Action {
  74097. /**
  74098. * The path of the property to increment in the target.
  74099. */
  74100. propertyPath: string;
  74101. /**
  74102. * The value we should increment the property by.
  74103. */
  74104. value: any;
  74105. private _target;
  74106. private _effectiveTarget;
  74107. private _property;
  74108. /**
  74109. * Instantiate the action
  74110. * @param triggerOptions defines the trigger options
  74111. * @param target defines the object containing the property
  74112. * @param propertyPath defines the path of the property to increment in the target
  74113. * @param value defines the value value we should increment the property by
  74114. * @param condition defines the trigger related conditions
  74115. */
  74116. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74117. /** @hidden */
  74118. _prepare(): void;
  74119. /**
  74120. * Execute the action and increment the target of the value amount.
  74121. */
  74122. execute(): void;
  74123. /**
  74124. * Serializes the actions and its related information.
  74125. * @param parent defines the object to serialize in
  74126. * @returns the serialized object
  74127. */
  74128. serialize(parent: any): any;
  74129. }
  74130. /**
  74131. * This defines an action responsible to start an animation once triggered.
  74132. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74133. */
  74134. export class PlayAnimationAction extends Action {
  74135. /**
  74136. * Where the animation should start (animation frame)
  74137. */
  74138. from: number;
  74139. /**
  74140. * Where the animation should stop (animation frame)
  74141. */
  74142. to: number;
  74143. /**
  74144. * Define if the animation should loop or stop after the first play.
  74145. */
  74146. loop?: boolean;
  74147. private _target;
  74148. /**
  74149. * Instantiate the action
  74150. * @param triggerOptions defines the trigger options
  74151. * @param target defines the target animation or animation name
  74152. * @param from defines from where the animation should start (animation frame)
  74153. * @param end defines where the animation should stop (animation frame)
  74154. * @param loop defines if the animation should loop or stop after the first play
  74155. * @param condition defines the trigger related conditions
  74156. */
  74157. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74158. /** @hidden */
  74159. _prepare(): void;
  74160. /**
  74161. * Execute the action and play the animation.
  74162. */
  74163. execute(): void;
  74164. /**
  74165. * Serializes the actions and its related information.
  74166. * @param parent defines the object to serialize in
  74167. * @returns the serialized object
  74168. */
  74169. serialize(parent: any): any;
  74170. }
  74171. /**
  74172. * This defines an action responsible to stop an animation once triggered.
  74173. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74174. */
  74175. export class StopAnimationAction extends Action {
  74176. private _target;
  74177. /**
  74178. * Instantiate the action
  74179. * @param triggerOptions defines the trigger options
  74180. * @param target defines the target animation or animation name
  74181. * @param condition defines the trigger related conditions
  74182. */
  74183. constructor(triggerOptions: any, target: any, condition?: Condition);
  74184. /** @hidden */
  74185. _prepare(): void;
  74186. /**
  74187. * Execute the action and stop the animation.
  74188. */
  74189. execute(): void;
  74190. /**
  74191. * Serializes the actions and its related information.
  74192. * @param parent defines the object to serialize in
  74193. * @returns the serialized object
  74194. */
  74195. serialize(parent: any): any;
  74196. }
  74197. /**
  74198. * This defines an action responsible that does nothing once triggered.
  74199. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74200. */
  74201. export class DoNothingAction extends Action {
  74202. /**
  74203. * Instantiate the action
  74204. * @param triggerOptions defines the trigger options
  74205. * @param condition defines the trigger related conditions
  74206. */
  74207. constructor(triggerOptions?: any, condition?: Condition);
  74208. /**
  74209. * Execute the action and do nothing.
  74210. */
  74211. execute(): void;
  74212. /**
  74213. * Serializes the actions and its related information.
  74214. * @param parent defines the object to serialize in
  74215. * @returns the serialized object
  74216. */
  74217. serialize(parent: any): any;
  74218. }
  74219. /**
  74220. * This defines an action responsible to trigger several actions once triggered.
  74221. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74222. */
  74223. export class CombineAction extends Action {
  74224. /**
  74225. * The list of aggregated animations to run.
  74226. */
  74227. children: Action[];
  74228. /**
  74229. * Instantiate the action
  74230. * @param triggerOptions defines the trigger options
  74231. * @param children defines the list of aggregated animations to run
  74232. * @param condition defines the trigger related conditions
  74233. */
  74234. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74235. /** @hidden */
  74236. _prepare(): void;
  74237. /**
  74238. * Execute the action and executes all the aggregated actions.
  74239. */
  74240. execute(evt: ActionEvent): void;
  74241. /**
  74242. * Serializes the actions and its related information.
  74243. * @param parent defines the object to serialize in
  74244. * @returns the serialized object
  74245. */
  74246. serialize(parent: any): any;
  74247. }
  74248. /**
  74249. * This defines an action responsible to run code (external event) once triggered.
  74250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74251. */
  74252. export class ExecuteCodeAction extends Action {
  74253. /**
  74254. * The callback function to run.
  74255. */
  74256. func: (evt: ActionEvent) => void;
  74257. /**
  74258. * Instantiate the action
  74259. * @param triggerOptions defines the trigger options
  74260. * @param func defines the callback function to run
  74261. * @param condition defines the trigger related conditions
  74262. */
  74263. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74264. /**
  74265. * Execute the action and run the attached code.
  74266. */
  74267. execute(evt: ActionEvent): void;
  74268. }
  74269. /**
  74270. * This defines an action responsible to set the parent property of the target once triggered.
  74271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74272. */
  74273. export class SetParentAction extends Action {
  74274. private _parent;
  74275. private _target;
  74276. /**
  74277. * Instantiate the action
  74278. * @param triggerOptions defines the trigger options
  74279. * @param target defines the target containing the parent property
  74280. * @param parent defines from where the animation should start (animation frame)
  74281. * @param condition defines the trigger related conditions
  74282. */
  74283. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74284. /** @hidden */
  74285. _prepare(): void;
  74286. /**
  74287. * Execute the action and set the parent property.
  74288. */
  74289. execute(): void;
  74290. /**
  74291. * Serializes the actions and its related information.
  74292. * @param parent defines the object to serialize in
  74293. * @returns the serialized object
  74294. */
  74295. serialize(parent: any): any;
  74296. }
  74297. }
  74298. declare module BABYLON {
  74299. /**
  74300. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74301. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74303. */
  74304. export class ActionManager extends AbstractActionManager {
  74305. /**
  74306. * Nothing
  74307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74308. */
  74309. static readonly NothingTrigger: number;
  74310. /**
  74311. * On pick
  74312. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74313. */
  74314. static readonly OnPickTrigger: number;
  74315. /**
  74316. * On left pick
  74317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74318. */
  74319. static readonly OnLeftPickTrigger: number;
  74320. /**
  74321. * On right pick
  74322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74323. */
  74324. static readonly OnRightPickTrigger: number;
  74325. /**
  74326. * On center pick
  74327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74328. */
  74329. static readonly OnCenterPickTrigger: number;
  74330. /**
  74331. * On pick down
  74332. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74333. */
  74334. static readonly OnPickDownTrigger: number;
  74335. /**
  74336. * On double pick
  74337. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74338. */
  74339. static readonly OnDoublePickTrigger: number;
  74340. /**
  74341. * On pick up
  74342. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74343. */
  74344. static readonly OnPickUpTrigger: number;
  74345. /**
  74346. * On pick out.
  74347. * This trigger will only be raised if you also declared a OnPickDown
  74348. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74349. */
  74350. static readonly OnPickOutTrigger: number;
  74351. /**
  74352. * On long press
  74353. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74354. */
  74355. static readonly OnLongPressTrigger: number;
  74356. /**
  74357. * On pointer over
  74358. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74359. */
  74360. static readonly OnPointerOverTrigger: number;
  74361. /**
  74362. * On pointer out
  74363. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74364. */
  74365. static readonly OnPointerOutTrigger: number;
  74366. /**
  74367. * On every frame
  74368. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74369. */
  74370. static readonly OnEveryFrameTrigger: number;
  74371. /**
  74372. * On intersection enter
  74373. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74374. */
  74375. static readonly OnIntersectionEnterTrigger: number;
  74376. /**
  74377. * On intersection exit
  74378. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74379. */
  74380. static readonly OnIntersectionExitTrigger: number;
  74381. /**
  74382. * On key down
  74383. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74384. */
  74385. static readonly OnKeyDownTrigger: number;
  74386. /**
  74387. * On key up
  74388. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74389. */
  74390. static readonly OnKeyUpTrigger: number;
  74391. private _scene;
  74392. /**
  74393. * Creates a new action manager
  74394. * @param scene defines the hosting scene
  74395. */
  74396. constructor(scene: Scene);
  74397. /**
  74398. * Releases all associated resources
  74399. */
  74400. dispose(): void;
  74401. /**
  74402. * Gets hosting scene
  74403. * @returns the hosting scene
  74404. */
  74405. getScene(): Scene;
  74406. /**
  74407. * Does this action manager handles actions of any of the given triggers
  74408. * @param triggers defines the triggers to be tested
  74409. * @return a boolean indicating whether one (or more) of the triggers is handled
  74410. */
  74411. hasSpecificTriggers(triggers: number[]): boolean;
  74412. /**
  74413. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74414. * speed.
  74415. * @param triggerA defines the trigger to be tested
  74416. * @param triggerB defines the trigger to be tested
  74417. * @return a boolean indicating whether one (or more) of the triggers is handled
  74418. */
  74419. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74420. /**
  74421. * Does this action manager handles actions of a given trigger
  74422. * @param trigger defines the trigger to be tested
  74423. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74424. * @return whether the trigger is handled
  74425. */
  74426. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74427. /**
  74428. * Does this action manager has pointer triggers
  74429. */
  74430. readonly hasPointerTriggers: boolean;
  74431. /**
  74432. * Does this action manager has pick triggers
  74433. */
  74434. readonly hasPickTriggers: boolean;
  74435. /**
  74436. * Registers an action to this action manager
  74437. * @param action defines the action to be registered
  74438. * @return the action amended (prepared) after registration
  74439. */
  74440. registerAction(action: IAction): Nullable<IAction>;
  74441. /**
  74442. * Unregisters an action to this action manager
  74443. * @param action defines the action to be unregistered
  74444. * @return a boolean indicating whether the action has been unregistered
  74445. */
  74446. unregisterAction(action: IAction): Boolean;
  74447. /**
  74448. * Process a specific trigger
  74449. * @param trigger defines the trigger to process
  74450. * @param evt defines the event details to be processed
  74451. */
  74452. processTrigger(trigger: number, evt?: IActionEvent): void;
  74453. /** @hidden */
  74454. _getEffectiveTarget(target: any, propertyPath: string): any;
  74455. /** @hidden */
  74456. _getProperty(propertyPath: string): string;
  74457. /**
  74458. * Serialize this manager to a JSON object
  74459. * @param name defines the property name to store this manager
  74460. * @returns a JSON representation of this manager
  74461. */
  74462. serialize(name: string): any;
  74463. /**
  74464. * Creates a new ActionManager from a JSON data
  74465. * @param parsedActions defines the JSON data to read from
  74466. * @param object defines the hosting mesh
  74467. * @param scene defines the hosting scene
  74468. */
  74469. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74470. /**
  74471. * Get a trigger name by index
  74472. * @param trigger defines the trigger index
  74473. * @returns a trigger name
  74474. */
  74475. static GetTriggerName(trigger: number): string;
  74476. }
  74477. }
  74478. declare module BABYLON {
  74479. /**
  74480. * Class representing a ray with position and direction
  74481. */
  74482. export class Ray {
  74483. /** origin point */
  74484. origin: Vector3;
  74485. /** direction */
  74486. direction: Vector3;
  74487. /** length of the ray */
  74488. length: number;
  74489. private static readonly TmpVector3;
  74490. private _tmpRay;
  74491. /**
  74492. * Creates a new ray
  74493. * @param origin origin point
  74494. * @param direction direction
  74495. * @param length length of the ray
  74496. */
  74497. constructor(
  74498. /** origin point */
  74499. origin: Vector3,
  74500. /** direction */
  74501. direction: Vector3,
  74502. /** length of the ray */
  74503. length?: number);
  74504. /**
  74505. * Checks if the ray intersects a box
  74506. * @param minimum bound of the box
  74507. * @param maximum bound of the box
  74508. * @param intersectionTreshold extra extend to be added to the box in all direction
  74509. * @returns if the box was hit
  74510. */
  74511. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74512. /**
  74513. * Checks if the ray intersects a box
  74514. * @param box the bounding box to check
  74515. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74516. * @returns if the box was hit
  74517. */
  74518. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74519. /**
  74520. * If the ray hits a sphere
  74521. * @param sphere the bounding sphere to check
  74522. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74523. * @returns true if it hits the sphere
  74524. */
  74525. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74526. /**
  74527. * If the ray hits a triange
  74528. * @param vertex0 triangle vertex
  74529. * @param vertex1 triangle vertex
  74530. * @param vertex2 triangle vertex
  74531. * @returns intersection information if hit
  74532. */
  74533. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74534. /**
  74535. * Checks if ray intersects a plane
  74536. * @param plane the plane to check
  74537. * @returns the distance away it was hit
  74538. */
  74539. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74540. /**
  74541. * Calculate the intercept of a ray on a given axis
  74542. * @param axis to check 'x' | 'y' | 'z'
  74543. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74544. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74545. */
  74546. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74547. /**
  74548. * Checks if ray intersects a mesh
  74549. * @param mesh the mesh to check
  74550. * @param fastCheck if only the bounding box should checked
  74551. * @returns picking info of the intersecton
  74552. */
  74553. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74554. /**
  74555. * Checks if ray intersects a mesh
  74556. * @param meshes the meshes to check
  74557. * @param fastCheck if only the bounding box should checked
  74558. * @param results array to store result in
  74559. * @returns Array of picking infos
  74560. */
  74561. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74562. private _comparePickingInfo;
  74563. private static smallnum;
  74564. private static rayl;
  74565. /**
  74566. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74567. * @param sega the first point of the segment to test the intersection against
  74568. * @param segb the second point of the segment to test the intersection against
  74569. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74570. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74571. */
  74572. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74573. /**
  74574. * Update the ray from viewport position
  74575. * @param x position
  74576. * @param y y position
  74577. * @param viewportWidth viewport width
  74578. * @param viewportHeight viewport height
  74579. * @param world world matrix
  74580. * @param view view matrix
  74581. * @param projection projection matrix
  74582. * @returns this ray updated
  74583. */
  74584. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74585. /**
  74586. * Creates a ray with origin and direction of 0,0,0
  74587. * @returns the new ray
  74588. */
  74589. static Zero(): Ray;
  74590. /**
  74591. * Creates a new ray from screen space and viewport
  74592. * @param x position
  74593. * @param y y position
  74594. * @param viewportWidth viewport width
  74595. * @param viewportHeight viewport height
  74596. * @param world world matrix
  74597. * @param view view matrix
  74598. * @param projection projection matrix
  74599. * @returns new ray
  74600. */
  74601. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74602. /**
  74603. * 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
  74604. * transformed to the given world matrix.
  74605. * @param origin The origin point
  74606. * @param end The end point
  74607. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74608. * @returns the new ray
  74609. */
  74610. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74611. /**
  74612. * Transforms a ray by a matrix
  74613. * @param ray ray to transform
  74614. * @param matrix matrix to apply
  74615. * @returns the resulting new ray
  74616. */
  74617. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74618. /**
  74619. * Transforms a ray by a matrix
  74620. * @param ray ray to transform
  74621. * @param matrix matrix to apply
  74622. * @param result ray to store result in
  74623. */
  74624. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74625. /**
  74626. * Unproject a ray from screen space to object space
  74627. * @param sourceX defines the screen space x coordinate to use
  74628. * @param sourceY defines the screen space y coordinate to use
  74629. * @param viewportWidth defines the current width of the viewport
  74630. * @param viewportHeight defines the current height of the viewport
  74631. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74632. * @param view defines the view matrix to use
  74633. * @param projection defines the projection matrix to use
  74634. */
  74635. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74636. }
  74637. /**
  74638. * Type used to define predicate used to select faces when a mesh intersection is detected
  74639. */
  74640. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74641. interface Scene {
  74642. /** @hidden */
  74643. _tempPickingRay: Nullable<Ray>;
  74644. /** @hidden */
  74645. _cachedRayForTransform: Ray;
  74646. /** @hidden */
  74647. _pickWithRayInverseMatrix: Matrix;
  74648. /** @hidden */
  74649. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74650. /** @hidden */
  74651. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74652. }
  74653. }
  74654. declare module BABYLON {
  74655. /**
  74656. * Groups all the scene component constants in one place to ease maintenance.
  74657. * @hidden
  74658. */
  74659. export class SceneComponentConstants {
  74660. static readonly NAME_EFFECTLAYER: string;
  74661. static readonly NAME_LAYER: string;
  74662. static readonly NAME_LENSFLARESYSTEM: string;
  74663. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74664. static readonly NAME_PARTICLESYSTEM: string;
  74665. static readonly NAME_GAMEPAD: string;
  74666. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74667. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74668. static readonly NAME_DEPTHRENDERER: string;
  74669. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74670. static readonly NAME_SPRITE: string;
  74671. static readonly NAME_OUTLINERENDERER: string;
  74672. static readonly NAME_PROCEDURALTEXTURE: string;
  74673. static readonly NAME_SHADOWGENERATOR: string;
  74674. static readonly NAME_OCTREE: string;
  74675. static readonly NAME_PHYSICSENGINE: string;
  74676. static readonly NAME_AUDIO: string;
  74677. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74678. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74679. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74680. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74681. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74682. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74683. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74684. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74685. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74686. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74687. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74688. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74689. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74690. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74691. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74692. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74693. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74694. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74695. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74696. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74697. static readonly STEP_AFTERRENDER_AUDIO: number;
  74698. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74699. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74700. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74701. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74702. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74703. static readonly STEP_POINTERMOVE_SPRITE: number;
  74704. static readonly STEP_POINTERDOWN_SPRITE: number;
  74705. static readonly STEP_POINTERUP_SPRITE: number;
  74706. }
  74707. /**
  74708. * This represents a scene component.
  74709. *
  74710. * This is used to decouple the dependency the scene is having on the different workloads like
  74711. * layers, post processes...
  74712. */
  74713. export interface ISceneComponent {
  74714. /**
  74715. * The name of the component. Each component must have a unique name.
  74716. */
  74717. name: string;
  74718. /**
  74719. * The scene the component belongs to.
  74720. */
  74721. scene: Scene;
  74722. /**
  74723. * Register the component to one instance of a scene.
  74724. */
  74725. register(): void;
  74726. /**
  74727. * Rebuilds the elements related to this component in case of
  74728. * context lost for instance.
  74729. */
  74730. rebuild(): void;
  74731. /**
  74732. * Disposes the component and the associated ressources.
  74733. */
  74734. dispose(): void;
  74735. }
  74736. /**
  74737. * This represents a SERIALIZABLE scene component.
  74738. *
  74739. * This extends Scene Component to add Serialization methods on top.
  74740. */
  74741. export interface ISceneSerializableComponent extends ISceneComponent {
  74742. /**
  74743. * Adds all the elements from the container to the scene
  74744. * @param container the container holding the elements
  74745. */
  74746. addFromContainer(container: AbstractScene): void;
  74747. /**
  74748. * Removes all the elements in the container from the scene
  74749. * @param container contains the elements to remove
  74750. * @param dispose if the removed element should be disposed (default: false)
  74751. */
  74752. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74753. /**
  74754. * Serializes the component data to the specified json object
  74755. * @param serializationObject The object to serialize to
  74756. */
  74757. serialize(serializationObject: any): void;
  74758. }
  74759. /**
  74760. * Strong typing of a Mesh related stage step action
  74761. */
  74762. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74763. /**
  74764. * Strong typing of a Evaluate Sub Mesh related stage step action
  74765. */
  74766. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  74767. /**
  74768. * Strong typing of a Active Mesh related stage step action
  74769. */
  74770. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  74771. /**
  74772. * Strong typing of a Camera related stage step action
  74773. */
  74774. export type CameraStageAction = (camera: Camera) => void;
  74775. /**
  74776. * Strong typing of a Camera Frame buffer related stage step action
  74777. */
  74778. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  74779. /**
  74780. * Strong typing of a Render Target related stage step action
  74781. */
  74782. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  74783. /**
  74784. * Strong typing of a RenderingGroup related stage step action
  74785. */
  74786. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  74787. /**
  74788. * Strong typing of a Mesh Render related stage step action
  74789. */
  74790. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  74791. /**
  74792. * Strong typing of a simple stage step action
  74793. */
  74794. export type SimpleStageAction = () => void;
  74795. /**
  74796. * Strong typing of a render target action.
  74797. */
  74798. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  74799. /**
  74800. * Strong typing of a pointer move action.
  74801. */
  74802. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  74803. /**
  74804. * Strong typing of a pointer up/down action.
  74805. */
  74806. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  74807. /**
  74808. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  74809. * @hidden
  74810. */
  74811. export class Stage<T extends Function> extends Array<{
  74812. index: number;
  74813. component: ISceneComponent;
  74814. action: T;
  74815. }> {
  74816. /**
  74817. * Hide ctor from the rest of the world.
  74818. * @param items The items to add.
  74819. */
  74820. private constructor();
  74821. /**
  74822. * Creates a new Stage.
  74823. * @returns A new instance of a Stage
  74824. */
  74825. static Create<T extends Function>(): Stage<T>;
  74826. /**
  74827. * Registers a step in an ordered way in the targeted stage.
  74828. * @param index Defines the position to register the step in
  74829. * @param component Defines the component attached to the step
  74830. * @param action Defines the action to launch during the step
  74831. */
  74832. registerStep(index: number, component: ISceneComponent, action: T): void;
  74833. /**
  74834. * Clears all the steps from the stage.
  74835. */
  74836. clear(): void;
  74837. }
  74838. }
  74839. declare module BABYLON {
  74840. interface Scene {
  74841. /** @hidden */
  74842. _pointerOverSprite: Nullable<Sprite>;
  74843. /** @hidden */
  74844. _pickedDownSprite: Nullable<Sprite>;
  74845. /** @hidden */
  74846. _tempSpritePickingRay: Nullable<Ray>;
  74847. /**
  74848. * All of the sprite managers added to this scene
  74849. * @see http://doc.babylonjs.com/babylon101/sprites
  74850. */
  74851. spriteManagers: Array<ISpriteManager>;
  74852. /**
  74853. * An event triggered when sprites rendering is about to start
  74854. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74855. */
  74856. onBeforeSpritesRenderingObservable: Observable<Scene>;
  74857. /**
  74858. * An event triggered when sprites rendering is done
  74859. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74860. */
  74861. onAfterSpritesRenderingObservable: Observable<Scene>;
  74862. /** @hidden */
  74863. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74864. /** Launch a ray to try to pick a sprite in the scene
  74865. * @param x position on screen
  74866. * @param y position on screen
  74867. * @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
  74868. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74869. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  74870. * @returns a PickingInfo
  74871. */
  74872. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74873. /** Use the given ray to pick a sprite in the scene
  74874. * @param ray The ray (in world space) to use to pick meshes
  74875. * @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
  74876. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74877. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  74878. * @returns a PickingInfo
  74879. */
  74880. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74881. /**
  74882. * Force the sprite under the pointer
  74883. * @param sprite defines the sprite to use
  74884. */
  74885. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  74886. /**
  74887. * Gets the sprite under the pointer
  74888. * @returns a Sprite or null if no sprite is under the pointer
  74889. */
  74890. getPointerOverSprite(): Nullable<Sprite>;
  74891. }
  74892. /**
  74893. * Defines the sprite scene component responsible to manage sprites
  74894. * in a given scene.
  74895. */
  74896. export class SpriteSceneComponent implements ISceneComponent {
  74897. /**
  74898. * The component name helpfull to identify the component in the list of scene components.
  74899. */
  74900. readonly name: string;
  74901. /**
  74902. * The scene the component belongs to.
  74903. */
  74904. scene: Scene;
  74905. /** @hidden */
  74906. private _spritePredicate;
  74907. /**
  74908. * Creates a new instance of the component for the given scene
  74909. * @param scene Defines the scene to register the component in
  74910. */
  74911. constructor(scene: Scene);
  74912. /**
  74913. * Registers the component in a given scene
  74914. */
  74915. register(): void;
  74916. /**
  74917. * Rebuilds the elements related to this component in case of
  74918. * context lost for instance.
  74919. */
  74920. rebuild(): void;
  74921. /**
  74922. * Disposes the component and the associated ressources.
  74923. */
  74924. dispose(): void;
  74925. private _pickSpriteButKeepRay;
  74926. private _pointerMove;
  74927. private _pointerDown;
  74928. private _pointerUp;
  74929. }
  74930. }
  74931. declare module BABYLON {
  74932. /** @hidden */
  74933. export var fogFragmentDeclaration: {
  74934. name: string;
  74935. shader: string;
  74936. };
  74937. }
  74938. declare module BABYLON {
  74939. /** @hidden */
  74940. export var fogFragment: {
  74941. name: string;
  74942. shader: string;
  74943. };
  74944. }
  74945. declare module BABYLON {
  74946. /** @hidden */
  74947. export var spritesPixelShader: {
  74948. name: string;
  74949. shader: string;
  74950. };
  74951. }
  74952. declare module BABYLON {
  74953. /** @hidden */
  74954. export var fogVertexDeclaration: {
  74955. name: string;
  74956. shader: string;
  74957. };
  74958. }
  74959. declare module BABYLON {
  74960. /** @hidden */
  74961. export var spritesVertexShader: {
  74962. name: string;
  74963. shader: string;
  74964. };
  74965. }
  74966. declare module BABYLON {
  74967. /**
  74968. * Defines the minimum interface to fullfil in order to be a sprite manager.
  74969. */
  74970. export interface ISpriteManager extends IDisposable {
  74971. /**
  74972. * Restricts the camera to viewing objects with the same layerMask.
  74973. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  74974. */
  74975. layerMask: number;
  74976. /**
  74977. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  74978. */
  74979. isPickable: boolean;
  74980. /**
  74981. * Specifies the rendering group id for this mesh (0 by default)
  74982. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  74983. */
  74984. renderingGroupId: number;
  74985. /**
  74986. * Defines the list of sprites managed by the manager.
  74987. */
  74988. sprites: Array<Sprite>;
  74989. /**
  74990. * Tests the intersection of a sprite with a specific ray.
  74991. * @param ray The ray we are sending to test the collision
  74992. * @param camera The camera space we are sending rays in
  74993. * @param predicate A predicate allowing excluding sprites from the list of object to test
  74994. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  74995. * @returns picking info or null.
  74996. */
  74997. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  74998. /**
  74999. * Renders the list of sprites on screen.
  75000. */
  75001. render(): void;
  75002. }
  75003. /**
  75004. * Class used to manage multiple sprites on the same spritesheet
  75005. * @see http://doc.babylonjs.com/babylon101/sprites
  75006. */
  75007. export class SpriteManager implements ISpriteManager {
  75008. /** defines the manager's name */
  75009. name: string;
  75010. /** Gets the list of sprites */
  75011. sprites: Sprite[];
  75012. /** Gets or sets the rendering group id (0 by default) */
  75013. renderingGroupId: number;
  75014. /** Gets or sets camera layer mask */
  75015. layerMask: number;
  75016. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75017. fogEnabled: boolean;
  75018. /** Gets or sets a boolean indicating if the sprites are pickable */
  75019. isPickable: boolean;
  75020. /** Defines the default width of a cell in the spritesheet */
  75021. cellWidth: number;
  75022. /** Defines the default height of a cell in the spritesheet */
  75023. cellHeight: number;
  75024. /**
  75025. * An event triggered when the manager is disposed.
  75026. */
  75027. onDisposeObservable: Observable<SpriteManager>;
  75028. private _onDisposeObserver;
  75029. /**
  75030. * Callback called when the manager is disposed
  75031. */
  75032. onDispose: () => void;
  75033. private _capacity;
  75034. private _spriteTexture;
  75035. private _epsilon;
  75036. private _scene;
  75037. private _vertexData;
  75038. private _buffer;
  75039. private _vertexBuffers;
  75040. private _indexBuffer;
  75041. private _effectBase;
  75042. private _effectFog;
  75043. /**
  75044. * Gets or sets the spritesheet texture
  75045. */
  75046. texture: Texture;
  75047. /**
  75048. * Creates a new sprite manager
  75049. * @param name defines the manager's name
  75050. * @param imgUrl defines the sprite sheet url
  75051. * @param capacity defines the maximum allowed number of sprites
  75052. * @param cellSize defines the size of a sprite cell
  75053. * @param scene defines the hosting scene
  75054. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75055. * @param samplingMode defines the smapling mode to use with spritesheet
  75056. */
  75057. constructor(
  75058. /** defines the manager's name */
  75059. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75060. private _appendSpriteVertex;
  75061. /**
  75062. * Intersects the sprites with a ray
  75063. * @param ray defines the ray to intersect with
  75064. * @param camera defines the current active camera
  75065. * @param predicate defines a predicate used to select candidate sprites
  75066. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75067. * @returns null if no hit or a PickingInfo
  75068. */
  75069. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75070. /**
  75071. * Render all child sprites
  75072. */
  75073. render(): void;
  75074. /**
  75075. * Release associated resources
  75076. */
  75077. dispose(): void;
  75078. }
  75079. }
  75080. declare module BABYLON {
  75081. /**
  75082. * Class used to represent a sprite
  75083. * @see http://doc.babylonjs.com/babylon101/sprites
  75084. */
  75085. export class Sprite {
  75086. /** defines the name */
  75087. name: string;
  75088. /** Gets or sets the current world position */
  75089. position: Vector3;
  75090. /** Gets or sets the main color */
  75091. color: Color4;
  75092. /** Gets or sets the width */
  75093. width: number;
  75094. /** Gets or sets the height */
  75095. height: number;
  75096. /** Gets or sets rotation angle */
  75097. angle: number;
  75098. /** Gets or sets the cell index in the sprite sheet */
  75099. cellIndex: number;
  75100. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75101. invertU: number;
  75102. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75103. invertV: number;
  75104. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75105. disposeWhenFinishedAnimating: boolean;
  75106. /** Gets the list of attached animations */
  75107. animations: Animation[];
  75108. /** Gets or sets a boolean indicating if the sprite can be picked */
  75109. isPickable: boolean;
  75110. /**
  75111. * Gets or sets the associated action manager
  75112. */
  75113. actionManager: Nullable<ActionManager>;
  75114. private _animationStarted;
  75115. private _loopAnimation;
  75116. private _fromIndex;
  75117. private _toIndex;
  75118. private _delay;
  75119. private _direction;
  75120. private _manager;
  75121. private _time;
  75122. private _onAnimationEnd;
  75123. /**
  75124. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75125. */
  75126. isVisible: boolean;
  75127. /**
  75128. * Gets or sets the sprite size
  75129. */
  75130. size: number;
  75131. /**
  75132. * Creates a new Sprite
  75133. * @param name defines the name
  75134. * @param manager defines the manager
  75135. */
  75136. constructor(
  75137. /** defines the name */
  75138. name: string, manager: ISpriteManager);
  75139. /**
  75140. * Starts an animation
  75141. * @param from defines the initial key
  75142. * @param to defines the end key
  75143. * @param loop defines if the animation must loop
  75144. * @param delay defines the start delay (in ms)
  75145. * @param onAnimationEnd defines a callback to call when animation ends
  75146. */
  75147. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75148. /** Stops current animation (if any) */
  75149. stopAnimation(): void;
  75150. /** @hidden */
  75151. _animate(deltaTime: number): void;
  75152. /** Release associated resources */
  75153. dispose(): void;
  75154. }
  75155. }
  75156. declare module BABYLON {
  75157. /**
  75158. * Information about the result of picking within a scene
  75159. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75160. */
  75161. export class PickingInfo {
  75162. /** @hidden */
  75163. _pickingUnavailable: boolean;
  75164. /**
  75165. * If the pick collided with an object
  75166. */
  75167. hit: boolean;
  75168. /**
  75169. * Distance away where the pick collided
  75170. */
  75171. distance: number;
  75172. /**
  75173. * The location of pick collision
  75174. */
  75175. pickedPoint: Nullable<Vector3>;
  75176. /**
  75177. * The mesh corresponding the the pick collision
  75178. */
  75179. pickedMesh: Nullable<AbstractMesh>;
  75180. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75181. bu: number;
  75182. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75183. bv: number;
  75184. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75185. faceId: number;
  75186. /** Id of the the submesh that was picked */
  75187. subMeshId: number;
  75188. /** If a sprite was picked, this will be the sprite the pick collided with */
  75189. pickedSprite: Nullable<Sprite>;
  75190. /**
  75191. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75192. */
  75193. originMesh: Nullable<AbstractMesh>;
  75194. /**
  75195. * The ray that was used to perform the picking.
  75196. */
  75197. ray: Nullable<Ray>;
  75198. /**
  75199. * Gets the normal correspodning to the face the pick collided with
  75200. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75201. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75202. * @returns The normal correspodning to the face the pick collided with
  75203. */
  75204. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75205. /**
  75206. * Gets the texture coordinates of where the pick occured
  75207. * @returns the vector containing the coordnates of the texture
  75208. */
  75209. getTextureCoordinates(): Nullable<Vector2>;
  75210. }
  75211. }
  75212. declare module BABYLON {
  75213. /**
  75214. * Gather the list of pointer event types as constants.
  75215. */
  75216. export class PointerEventTypes {
  75217. /**
  75218. * 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.
  75219. */
  75220. static readonly POINTERDOWN: number;
  75221. /**
  75222. * The pointerup event is fired when a pointer is no longer active.
  75223. */
  75224. static readonly POINTERUP: number;
  75225. /**
  75226. * The pointermove event is fired when a pointer changes coordinates.
  75227. */
  75228. static readonly POINTERMOVE: number;
  75229. /**
  75230. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75231. */
  75232. static readonly POINTERWHEEL: number;
  75233. /**
  75234. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75235. */
  75236. static readonly POINTERPICK: number;
  75237. /**
  75238. * The pointertap event is fired when a the object has been touched and released without drag.
  75239. */
  75240. static readonly POINTERTAP: number;
  75241. /**
  75242. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75243. */
  75244. static readonly POINTERDOUBLETAP: number;
  75245. }
  75246. /**
  75247. * Base class of pointer info types.
  75248. */
  75249. export class PointerInfoBase {
  75250. /**
  75251. * Defines the type of event (PointerEventTypes)
  75252. */
  75253. type: number;
  75254. /**
  75255. * Defines the related dom event
  75256. */
  75257. event: PointerEvent | MouseWheelEvent;
  75258. /**
  75259. * Instantiates the base class of pointers info.
  75260. * @param type Defines the type of event (PointerEventTypes)
  75261. * @param event Defines the related dom event
  75262. */
  75263. constructor(
  75264. /**
  75265. * Defines the type of event (PointerEventTypes)
  75266. */
  75267. type: number,
  75268. /**
  75269. * Defines the related dom event
  75270. */
  75271. event: PointerEvent | MouseWheelEvent);
  75272. }
  75273. /**
  75274. * This class is used to store pointer related info for the onPrePointerObservable event.
  75275. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75276. */
  75277. export class PointerInfoPre extends PointerInfoBase {
  75278. /**
  75279. * Ray from a pointer if availible (eg. 6dof controller)
  75280. */
  75281. ray: Nullable<Ray>;
  75282. /**
  75283. * Defines the local position of the pointer on the canvas.
  75284. */
  75285. localPosition: Vector2;
  75286. /**
  75287. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75288. */
  75289. skipOnPointerObservable: boolean;
  75290. /**
  75291. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75292. * @param type Defines the type of event (PointerEventTypes)
  75293. * @param event Defines the related dom event
  75294. * @param localX Defines the local x coordinates of the pointer when the event occured
  75295. * @param localY Defines the local y coordinates of the pointer when the event occured
  75296. */
  75297. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75298. }
  75299. /**
  75300. * This type contains all the data related to a pointer event in Babylon.js.
  75301. * 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.
  75302. */
  75303. export class PointerInfo extends PointerInfoBase {
  75304. /**
  75305. * Defines the picking info associated to the info (if any)\
  75306. */
  75307. pickInfo: Nullable<PickingInfo>;
  75308. /**
  75309. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75310. * @param type Defines the type of event (PointerEventTypes)
  75311. * @param event Defines the related dom event
  75312. * @param pickInfo Defines the picking info associated to the info (if any)\
  75313. */
  75314. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75315. /**
  75316. * Defines the picking info associated to the info (if any)\
  75317. */
  75318. pickInfo: Nullable<PickingInfo>);
  75319. }
  75320. /**
  75321. * Data relating to a touch event on the screen.
  75322. */
  75323. export interface PointerTouch {
  75324. /**
  75325. * X coordinate of touch.
  75326. */
  75327. x: number;
  75328. /**
  75329. * Y coordinate of touch.
  75330. */
  75331. y: number;
  75332. /**
  75333. * Id of touch. Unique for each finger.
  75334. */
  75335. pointerId: number;
  75336. /**
  75337. * Event type passed from DOM.
  75338. */
  75339. type: any;
  75340. }
  75341. }
  75342. declare module BABYLON {
  75343. /**
  75344. * Manage the mouse inputs to control the movement of a free camera.
  75345. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75346. */
  75347. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75348. /**
  75349. * Define if touch is enabled in the mouse input
  75350. */
  75351. touchEnabled: boolean;
  75352. /**
  75353. * Defines the camera the input is attached to.
  75354. */
  75355. camera: FreeCamera;
  75356. /**
  75357. * Defines the buttons associated with the input to handle camera move.
  75358. */
  75359. buttons: number[];
  75360. /**
  75361. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75362. */
  75363. angularSensibility: number;
  75364. private _pointerInput;
  75365. private _onMouseMove;
  75366. private _observer;
  75367. private previousPosition;
  75368. /**
  75369. * Observable for when a pointer move event occurs containing the move offset
  75370. */
  75371. onPointerMovedObservable: Observable<{
  75372. offsetX: number;
  75373. offsetY: number;
  75374. }>;
  75375. /**
  75376. * @hidden
  75377. * If the camera should be rotated automatically based on pointer movement
  75378. */
  75379. _allowCameraRotation: boolean;
  75380. /**
  75381. * Manage the mouse inputs to control the movement of a free camera.
  75382. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75383. * @param touchEnabled Defines if touch is enabled or not
  75384. */
  75385. constructor(
  75386. /**
  75387. * Define if touch is enabled in the mouse input
  75388. */
  75389. touchEnabled?: boolean);
  75390. /**
  75391. * Attach the input controls to a specific dom element to get the input from.
  75392. * @param element Defines the element the controls should be listened from
  75393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75394. */
  75395. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75396. /**
  75397. * Called on JS contextmenu event.
  75398. * Override this method to provide functionality.
  75399. */
  75400. protected onContextMenu(evt: PointerEvent): void;
  75401. /**
  75402. * Detach the current controls from the specified dom element.
  75403. * @param element Defines the element to stop listening the inputs from
  75404. */
  75405. detachControl(element: Nullable<HTMLElement>): void;
  75406. /**
  75407. * Gets the class name of the current intput.
  75408. * @returns the class name
  75409. */
  75410. getClassName(): string;
  75411. /**
  75412. * Get the friendly name associated with the input class.
  75413. * @returns the input friendly name
  75414. */
  75415. getSimpleName(): string;
  75416. }
  75417. }
  75418. declare module BABYLON {
  75419. /**
  75420. * Manage the touch inputs to control the movement of a free camera.
  75421. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75422. */
  75423. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75424. /**
  75425. * Defines the camera the input is attached to.
  75426. */
  75427. camera: FreeCamera;
  75428. /**
  75429. * Defines the touch sensibility for rotation.
  75430. * The higher the faster.
  75431. */
  75432. touchAngularSensibility: number;
  75433. /**
  75434. * Defines the touch sensibility for move.
  75435. * The higher the faster.
  75436. */
  75437. touchMoveSensibility: number;
  75438. private _offsetX;
  75439. private _offsetY;
  75440. private _pointerPressed;
  75441. private _pointerInput;
  75442. private _observer;
  75443. private _onLostFocus;
  75444. /**
  75445. * Attach the input controls to a specific dom element to get the input from.
  75446. * @param element Defines the element the controls should be listened from
  75447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75448. */
  75449. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75450. /**
  75451. * Detach the current controls from the specified dom element.
  75452. * @param element Defines the element to stop listening the inputs from
  75453. */
  75454. detachControl(element: Nullable<HTMLElement>): void;
  75455. /**
  75456. * Update the current camera state depending on the inputs that have been used this frame.
  75457. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75458. */
  75459. checkInputs(): void;
  75460. /**
  75461. * Gets the class name of the current intput.
  75462. * @returns the class name
  75463. */
  75464. getClassName(): string;
  75465. /**
  75466. * Get the friendly name associated with the input class.
  75467. * @returns the input friendly name
  75468. */
  75469. getSimpleName(): string;
  75470. }
  75471. }
  75472. declare module BABYLON {
  75473. /**
  75474. * Default Inputs manager for the FreeCamera.
  75475. * It groups all the default supported inputs for ease of use.
  75476. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75477. */
  75478. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75479. /**
  75480. * @hidden
  75481. */
  75482. _mouseInput: Nullable<FreeCameraMouseInput>;
  75483. /**
  75484. * Instantiates a new FreeCameraInputsManager.
  75485. * @param camera Defines the camera the inputs belong to
  75486. */
  75487. constructor(camera: FreeCamera);
  75488. /**
  75489. * Add keyboard input support to the input manager.
  75490. * @returns the current input manager
  75491. */
  75492. addKeyboard(): FreeCameraInputsManager;
  75493. /**
  75494. * Add mouse input support to the input manager.
  75495. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75496. * @returns the current input manager
  75497. */
  75498. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75499. /**
  75500. * Removes the mouse input support from the manager
  75501. * @returns the current input manager
  75502. */
  75503. removeMouse(): FreeCameraInputsManager;
  75504. /**
  75505. * Add touch input support to the input manager.
  75506. * @returns the current input manager
  75507. */
  75508. addTouch(): FreeCameraInputsManager;
  75509. /**
  75510. * Remove all attached input methods from a camera
  75511. */
  75512. clear(): void;
  75513. }
  75514. }
  75515. declare module BABYLON {
  75516. /**
  75517. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75518. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75519. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75520. */
  75521. export class FreeCamera extends TargetCamera {
  75522. /**
  75523. * Define the collision ellipsoid of the camera.
  75524. * This is helpful to simulate a camera body like the player body around the camera
  75525. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75526. */
  75527. ellipsoid: Vector3;
  75528. /**
  75529. * Define an offset for the position of the ellipsoid around the camera.
  75530. * This can be helpful to determine the center of the body near the gravity center of the body
  75531. * instead of its head.
  75532. */
  75533. ellipsoidOffset: Vector3;
  75534. /**
  75535. * Enable or disable collisions of the camera with the rest of the scene objects.
  75536. */
  75537. checkCollisions: boolean;
  75538. /**
  75539. * Enable or disable gravity on the camera.
  75540. */
  75541. applyGravity: boolean;
  75542. /**
  75543. * Define the input manager associated to the camera.
  75544. */
  75545. inputs: FreeCameraInputsManager;
  75546. /**
  75547. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75548. * Higher values reduce sensitivity.
  75549. */
  75550. /**
  75551. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75552. * Higher values reduce sensitivity.
  75553. */
  75554. angularSensibility: number;
  75555. /**
  75556. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75557. */
  75558. keysUp: number[];
  75559. /**
  75560. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75561. */
  75562. keysDown: number[];
  75563. /**
  75564. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75565. */
  75566. keysLeft: number[];
  75567. /**
  75568. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75569. */
  75570. keysRight: number[];
  75571. /**
  75572. * Event raised when the camera collide with a mesh in the scene.
  75573. */
  75574. onCollide: (collidedMesh: AbstractMesh) => void;
  75575. private _collider;
  75576. private _needMoveForGravity;
  75577. private _oldPosition;
  75578. private _diffPosition;
  75579. private _newPosition;
  75580. /** @hidden */
  75581. _localDirection: Vector3;
  75582. /** @hidden */
  75583. _transformedDirection: Vector3;
  75584. /**
  75585. * Instantiates a Free Camera.
  75586. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75587. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75588. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75589. * @param name Define the name of the camera in the scene
  75590. * @param position Define the start position of the camera in the scene
  75591. * @param scene Define the scene the camera belongs to
  75592. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75593. */
  75594. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75595. /**
  75596. * Attached controls to the current camera.
  75597. * @param element Defines the element the controls should be listened from
  75598. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75599. */
  75600. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75601. /**
  75602. * Detach the current controls from the camera.
  75603. * The camera will stop reacting to inputs.
  75604. * @param element Defines the element to stop listening the inputs from
  75605. */
  75606. detachControl(element: HTMLElement): void;
  75607. private _collisionMask;
  75608. /**
  75609. * Define a collision mask to limit the list of object the camera can collide with
  75610. */
  75611. collisionMask: number;
  75612. /** @hidden */
  75613. _collideWithWorld(displacement: Vector3): void;
  75614. private _onCollisionPositionChange;
  75615. /** @hidden */
  75616. _checkInputs(): void;
  75617. /** @hidden */
  75618. _decideIfNeedsToMove(): boolean;
  75619. /** @hidden */
  75620. _updatePosition(): void;
  75621. /**
  75622. * Destroy the camera and release the current resources hold by it.
  75623. */
  75624. dispose(): void;
  75625. /**
  75626. * Gets the current object class name.
  75627. * @return the class name
  75628. */
  75629. getClassName(): string;
  75630. }
  75631. }
  75632. declare module BABYLON {
  75633. /**
  75634. * Represents a gamepad control stick position
  75635. */
  75636. export class StickValues {
  75637. /**
  75638. * The x component of the control stick
  75639. */
  75640. x: number;
  75641. /**
  75642. * The y component of the control stick
  75643. */
  75644. y: number;
  75645. /**
  75646. * Initializes the gamepad x and y control stick values
  75647. * @param x The x component of the gamepad control stick value
  75648. * @param y The y component of the gamepad control stick value
  75649. */
  75650. constructor(
  75651. /**
  75652. * The x component of the control stick
  75653. */
  75654. x: number,
  75655. /**
  75656. * The y component of the control stick
  75657. */
  75658. y: number);
  75659. }
  75660. /**
  75661. * An interface which manages callbacks for gamepad button changes
  75662. */
  75663. export interface GamepadButtonChanges {
  75664. /**
  75665. * Called when a gamepad has been changed
  75666. */
  75667. changed: boolean;
  75668. /**
  75669. * Called when a gamepad press event has been triggered
  75670. */
  75671. pressChanged: boolean;
  75672. /**
  75673. * Called when a touch event has been triggered
  75674. */
  75675. touchChanged: boolean;
  75676. /**
  75677. * Called when a value has changed
  75678. */
  75679. valueChanged: boolean;
  75680. }
  75681. /**
  75682. * Represents a gamepad
  75683. */
  75684. export class Gamepad {
  75685. /**
  75686. * The id of the gamepad
  75687. */
  75688. id: string;
  75689. /**
  75690. * The index of the gamepad
  75691. */
  75692. index: number;
  75693. /**
  75694. * The browser gamepad
  75695. */
  75696. browserGamepad: any;
  75697. /**
  75698. * Specifies what type of gamepad this represents
  75699. */
  75700. type: number;
  75701. private _leftStick;
  75702. private _rightStick;
  75703. /** @hidden */
  75704. _isConnected: boolean;
  75705. private _leftStickAxisX;
  75706. private _leftStickAxisY;
  75707. private _rightStickAxisX;
  75708. private _rightStickAxisY;
  75709. /**
  75710. * Triggered when the left control stick has been changed
  75711. */
  75712. private _onleftstickchanged;
  75713. /**
  75714. * Triggered when the right control stick has been changed
  75715. */
  75716. private _onrightstickchanged;
  75717. /**
  75718. * Represents a gamepad controller
  75719. */
  75720. static GAMEPAD: number;
  75721. /**
  75722. * Represents a generic controller
  75723. */
  75724. static GENERIC: number;
  75725. /**
  75726. * Represents an XBox controller
  75727. */
  75728. static XBOX: number;
  75729. /**
  75730. * Represents a pose-enabled controller
  75731. */
  75732. static POSE_ENABLED: number;
  75733. /**
  75734. * Specifies whether the left control stick should be Y-inverted
  75735. */
  75736. protected _invertLeftStickY: boolean;
  75737. /**
  75738. * Specifies if the gamepad has been connected
  75739. */
  75740. readonly isConnected: boolean;
  75741. /**
  75742. * Initializes the gamepad
  75743. * @param id The id of the gamepad
  75744. * @param index The index of the gamepad
  75745. * @param browserGamepad The browser gamepad
  75746. * @param leftStickX The x component of the left joystick
  75747. * @param leftStickY The y component of the left joystick
  75748. * @param rightStickX The x component of the right joystick
  75749. * @param rightStickY The y component of the right joystick
  75750. */
  75751. constructor(
  75752. /**
  75753. * The id of the gamepad
  75754. */
  75755. id: string,
  75756. /**
  75757. * The index of the gamepad
  75758. */
  75759. index: number,
  75760. /**
  75761. * The browser gamepad
  75762. */
  75763. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75764. /**
  75765. * Callback triggered when the left joystick has changed
  75766. * @param callback
  75767. */
  75768. onleftstickchanged(callback: (values: StickValues) => void): void;
  75769. /**
  75770. * Callback triggered when the right joystick has changed
  75771. * @param callback
  75772. */
  75773. onrightstickchanged(callback: (values: StickValues) => void): void;
  75774. /**
  75775. * Gets the left joystick
  75776. */
  75777. /**
  75778. * Sets the left joystick values
  75779. */
  75780. leftStick: StickValues;
  75781. /**
  75782. * Gets the right joystick
  75783. */
  75784. /**
  75785. * Sets the right joystick value
  75786. */
  75787. rightStick: StickValues;
  75788. /**
  75789. * Updates the gamepad joystick positions
  75790. */
  75791. update(): void;
  75792. /**
  75793. * Disposes the gamepad
  75794. */
  75795. dispose(): void;
  75796. }
  75797. /**
  75798. * Represents a generic gamepad
  75799. */
  75800. export class GenericPad extends Gamepad {
  75801. private _buttons;
  75802. private _onbuttondown;
  75803. private _onbuttonup;
  75804. /**
  75805. * Observable triggered when a button has been pressed
  75806. */
  75807. onButtonDownObservable: Observable<number>;
  75808. /**
  75809. * Observable triggered when a button has been released
  75810. */
  75811. onButtonUpObservable: Observable<number>;
  75812. /**
  75813. * Callback triggered when a button has been pressed
  75814. * @param callback Called when a button has been pressed
  75815. */
  75816. onbuttondown(callback: (buttonPressed: number) => void): void;
  75817. /**
  75818. * Callback triggered when a button has been released
  75819. * @param callback Called when a button has been released
  75820. */
  75821. onbuttonup(callback: (buttonReleased: number) => void): void;
  75822. /**
  75823. * Initializes the generic gamepad
  75824. * @param id The id of the generic gamepad
  75825. * @param index The index of the generic gamepad
  75826. * @param browserGamepad The browser gamepad
  75827. */
  75828. constructor(id: string, index: number, browserGamepad: any);
  75829. private _setButtonValue;
  75830. /**
  75831. * Updates the generic gamepad
  75832. */
  75833. update(): void;
  75834. /**
  75835. * Disposes the generic gamepad
  75836. */
  75837. dispose(): void;
  75838. }
  75839. }
  75840. declare module BABYLON {
  75841. interface Engine {
  75842. /**
  75843. * Creates a raw texture
  75844. * @param data defines the data to store in the texture
  75845. * @param width defines the width of the texture
  75846. * @param height defines the height of the texture
  75847. * @param format defines the format of the data
  75848. * @param generateMipMaps defines if the engine should generate the mip levels
  75849. * @param invertY defines if data must be stored with Y axis inverted
  75850. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  75851. * @param compression defines the compression used (null by default)
  75852. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75853. * @returns the raw texture inside an InternalTexture
  75854. */
  75855. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  75856. /**
  75857. * Update a raw texture
  75858. * @param texture defines the texture to update
  75859. * @param data defines the data to store in the texture
  75860. * @param format defines the format of the data
  75861. * @param invertY defines if data must be stored with Y axis inverted
  75862. */
  75863. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75864. /**
  75865. * Update a raw texture
  75866. * @param texture defines the texture to update
  75867. * @param data defines the data to store in the texture
  75868. * @param format defines the format of the data
  75869. * @param invertY defines if data must be stored with Y axis inverted
  75870. * @param compression defines the compression used (null by default)
  75871. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75872. */
  75873. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  75874. /**
  75875. * Creates a new raw cube texture
  75876. * @param data defines the array of data to use to create each face
  75877. * @param size defines the size of the textures
  75878. * @param format defines the format of the data
  75879. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75880. * @param generateMipMaps defines if the engine should generate the mip levels
  75881. * @param invertY defines if data must be stored with Y axis inverted
  75882. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75883. * @param compression defines the compression used (null by default)
  75884. * @returns the cube texture as an InternalTexture
  75885. */
  75886. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  75887. /**
  75888. * Update a raw cube texture
  75889. * @param texture defines the texture to udpdate
  75890. * @param data defines the data to store
  75891. * @param format defines the data format
  75892. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75893. * @param invertY defines if data must be stored with Y axis inverted
  75894. */
  75895. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  75896. /**
  75897. * Update a raw cube texture
  75898. * @param texture defines the texture to udpdate
  75899. * @param data defines the data to store
  75900. * @param format defines the data format
  75901. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75902. * @param invertY defines if data must be stored with Y axis inverted
  75903. * @param compression defines the compression used (null by default)
  75904. */
  75905. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  75906. /**
  75907. * Update a raw cube texture
  75908. * @param texture defines the texture to udpdate
  75909. * @param data defines the data to store
  75910. * @param format defines the data format
  75911. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75912. * @param invertY defines if data must be stored with Y axis inverted
  75913. * @param compression defines the compression used (null by default)
  75914. * @param level defines which level of the texture to update
  75915. */
  75916. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  75917. /**
  75918. * Creates a new raw cube texture from a specified url
  75919. * @param url defines the url where the data is located
  75920. * @param scene defines the current scene
  75921. * @param size defines the size of the textures
  75922. * @param format defines the format of the data
  75923. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75924. * @param noMipmap defines if the engine should avoid generating the mip levels
  75925. * @param callback defines a callback used to extract texture data from loaded data
  75926. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75927. * @param onLoad defines a callback called when texture is loaded
  75928. * @param onError defines a callback called if there is an error
  75929. * @returns the cube texture as an InternalTexture
  75930. */
  75931. 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;
  75932. /**
  75933. * Creates a new raw cube texture from a specified url
  75934. * @param url defines the url where the data is located
  75935. * @param scene defines the current scene
  75936. * @param size defines the size of the textures
  75937. * @param format defines the format of the data
  75938. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75939. * @param noMipmap defines if the engine should avoid generating the mip levels
  75940. * @param callback defines a callback used to extract texture data from loaded data
  75941. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75942. * @param onLoad defines a callback called when texture is loaded
  75943. * @param onError defines a callback called if there is an error
  75944. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75945. * @param invertY defines if data must be stored with Y axis inverted
  75946. * @returns the cube texture as an InternalTexture
  75947. */
  75948. 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;
  75949. /**
  75950. * Creates a new raw 3D texture
  75951. * @param data defines the data used to create the texture
  75952. * @param width defines the width of the texture
  75953. * @param height defines the height of the texture
  75954. * @param depth defines the depth of the texture
  75955. * @param format defines the format of the texture
  75956. * @param generateMipMaps defines if the engine must generate mip levels
  75957. * @param invertY defines if data must be stored with Y axis inverted
  75958. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75959. * @param compression defines the compressed used (can be null)
  75960. * @param textureType defines the compressed used (can be null)
  75961. * @returns a new raw 3D texture (stored in an InternalTexture)
  75962. */
  75963. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  75964. /**
  75965. * Update a raw 3D texture
  75966. * @param texture defines the texture to update
  75967. * @param data defines the data to store
  75968. * @param format defines the data format
  75969. * @param invertY defines if data must be stored with Y axis inverted
  75970. */
  75971. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75972. /**
  75973. * Update a raw 3D texture
  75974. * @param texture defines the texture to update
  75975. * @param data defines the data to store
  75976. * @param format defines the data format
  75977. * @param invertY defines if data must be stored with Y axis inverted
  75978. * @param compression defines the used compression (can be null)
  75979. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75980. */
  75981. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  75982. }
  75983. }
  75984. declare module BABYLON {
  75985. /**
  75986. * Raw texture can help creating a texture directly from an array of data.
  75987. * This can be super useful if you either get the data from an uncompressed source or
  75988. * if you wish to create your texture pixel by pixel.
  75989. */
  75990. export class RawTexture extends Texture {
  75991. /**
  75992. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75993. */
  75994. format: number;
  75995. private _engine;
  75996. /**
  75997. * Instantiates a new RawTexture.
  75998. * Raw texture can help creating a texture directly from an array of data.
  75999. * This can be super useful if you either get the data from an uncompressed source or
  76000. * if you wish to create your texture pixel by pixel.
  76001. * @param data define the array of data to use to create the texture
  76002. * @param width define the width of the texture
  76003. * @param height define the height of the texture
  76004. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76005. * @param scene define the scene the texture belongs to
  76006. * @param generateMipMaps define whether mip maps should be generated or not
  76007. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76008. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76009. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76010. */
  76011. constructor(data: ArrayBufferView, width: number, height: number,
  76012. /**
  76013. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76014. */
  76015. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76016. /**
  76017. * Updates the texture underlying data.
  76018. * @param data Define the new data of the texture
  76019. */
  76020. update(data: ArrayBufferView): void;
  76021. /**
  76022. * Creates a luminance texture from some data.
  76023. * @param data Define the texture data
  76024. * @param width Define the width of the texture
  76025. * @param height Define the height of the texture
  76026. * @param scene Define the scene the texture belongs to
  76027. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76028. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76029. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76030. * @returns the luminance texture
  76031. */
  76032. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76033. /**
  76034. * Creates a luminance alpha texture from some data.
  76035. * @param data Define the texture data
  76036. * @param width Define the width of the texture
  76037. * @param height Define the height of the texture
  76038. * @param scene Define the scene the texture belongs to
  76039. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76040. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76041. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76042. * @returns the luminance alpha texture
  76043. */
  76044. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76045. /**
  76046. * Creates an alpha texture from some data.
  76047. * @param data Define the texture data
  76048. * @param width Define the width of the texture
  76049. * @param height Define the height of the texture
  76050. * @param scene Define the scene the texture belongs to
  76051. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76052. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76053. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76054. * @returns the alpha texture
  76055. */
  76056. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76057. /**
  76058. * Creates a RGB texture from some data.
  76059. * @param data Define the texture data
  76060. * @param width Define the width of the texture
  76061. * @param height Define the height of the texture
  76062. * @param scene Define the scene the texture belongs to
  76063. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76064. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76065. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76066. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76067. * @returns the RGB alpha texture
  76068. */
  76069. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76070. /**
  76071. * Creates a RGBA texture from some data.
  76072. * @param data Define the texture data
  76073. * @param width Define the width of the texture
  76074. * @param height Define the height of the texture
  76075. * @param scene Define the scene the texture belongs to
  76076. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76077. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76078. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76079. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76080. * @returns the RGBA texture
  76081. */
  76082. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76083. /**
  76084. * Creates a R texture from some data.
  76085. * @param data Define the texture data
  76086. * @param width Define the width of the texture
  76087. * @param height Define the height of the texture
  76088. * @param scene Define the scene the texture belongs to
  76089. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76090. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76091. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76092. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76093. * @returns the R texture
  76094. */
  76095. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76096. }
  76097. }
  76098. declare module BABYLON {
  76099. /**
  76100. * Interface for the size containing width and height
  76101. */
  76102. export interface ISize {
  76103. /**
  76104. * Width
  76105. */
  76106. width: number;
  76107. /**
  76108. * Heighht
  76109. */
  76110. height: number;
  76111. }
  76112. /**
  76113. * Size containing widht and height
  76114. */
  76115. export class Size implements ISize {
  76116. /**
  76117. * Width
  76118. */
  76119. width: number;
  76120. /**
  76121. * Height
  76122. */
  76123. height: number;
  76124. /**
  76125. * Creates a Size object from the given width and height (floats).
  76126. * @param width width of the new size
  76127. * @param height height of the new size
  76128. */
  76129. constructor(width: number, height: number);
  76130. /**
  76131. * Returns a string with the Size width and height
  76132. * @returns a string with the Size width and height
  76133. */
  76134. toString(): string;
  76135. /**
  76136. * "Size"
  76137. * @returns the string "Size"
  76138. */
  76139. getClassName(): string;
  76140. /**
  76141. * Returns the Size hash code.
  76142. * @returns a hash code for a unique width and height
  76143. */
  76144. getHashCode(): number;
  76145. /**
  76146. * Updates the current size from the given one.
  76147. * @param src the given size
  76148. */
  76149. copyFrom(src: Size): void;
  76150. /**
  76151. * Updates in place the current Size from the given floats.
  76152. * @param width width of the new size
  76153. * @param height height of the new size
  76154. * @returns the updated Size.
  76155. */
  76156. copyFromFloats(width: number, height: number): Size;
  76157. /**
  76158. * Updates in place the current Size from the given floats.
  76159. * @param width width to set
  76160. * @param height height to set
  76161. * @returns the updated Size.
  76162. */
  76163. set(width: number, height: number): Size;
  76164. /**
  76165. * Multiplies the width and height by numbers
  76166. * @param w factor to multiple the width by
  76167. * @param h factor to multiple the height by
  76168. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76169. */
  76170. multiplyByFloats(w: number, h: number): Size;
  76171. /**
  76172. * Clones the size
  76173. * @returns a new Size copied from the given one.
  76174. */
  76175. clone(): Size;
  76176. /**
  76177. * True if the current Size and the given one width and height are strictly equal.
  76178. * @param other the other size to compare against
  76179. * @returns True if the current Size and the given one width and height are strictly equal.
  76180. */
  76181. equals(other: Size): boolean;
  76182. /**
  76183. * The surface of the Size : width * height (float).
  76184. */
  76185. readonly surface: number;
  76186. /**
  76187. * Create a new size of zero
  76188. * @returns a new Size set to (0.0, 0.0)
  76189. */
  76190. static Zero(): Size;
  76191. /**
  76192. * Sums the width and height of two sizes
  76193. * @param otherSize size to add to this size
  76194. * @returns a new Size set as the addition result of the current Size and the given one.
  76195. */
  76196. add(otherSize: Size): Size;
  76197. /**
  76198. * Subtracts the width and height of two
  76199. * @param otherSize size to subtract to this size
  76200. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76201. */
  76202. subtract(otherSize: Size): Size;
  76203. /**
  76204. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76205. * @param start starting size to lerp between
  76206. * @param end end size to lerp between
  76207. * @param amount amount to lerp between the start and end values
  76208. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76209. */
  76210. static Lerp(start: Size, end: Size, amount: number): Size;
  76211. }
  76212. }
  76213. declare module BABYLON {
  76214. /**
  76215. * Defines a runtime animation
  76216. */
  76217. export class RuntimeAnimation {
  76218. private _events;
  76219. /**
  76220. * The current frame of the runtime animation
  76221. */
  76222. private _currentFrame;
  76223. /**
  76224. * The animation used by the runtime animation
  76225. */
  76226. private _animation;
  76227. /**
  76228. * The target of the runtime animation
  76229. */
  76230. private _target;
  76231. /**
  76232. * The initiating animatable
  76233. */
  76234. private _host;
  76235. /**
  76236. * The original value of the runtime animation
  76237. */
  76238. private _originalValue;
  76239. /**
  76240. * The original blend value of the runtime animation
  76241. */
  76242. private _originalBlendValue;
  76243. /**
  76244. * The offsets cache of the runtime animation
  76245. */
  76246. private _offsetsCache;
  76247. /**
  76248. * The high limits cache of the runtime animation
  76249. */
  76250. private _highLimitsCache;
  76251. /**
  76252. * Specifies if the runtime animation has been stopped
  76253. */
  76254. private _stopped;
  76255. /**
  76256. * The blending factor of the runtime animation
  76257. */
  76258. private _blendingFactor;
  76259. /**
  76260. * The BabylonJS scene
  76261. */
  76262. private _scene;
  76263. /**
  76264. * The current value of the runtime animation
  76265. */
  76266. private _currentValue;
  76267. /** @hidden */
  76268. _animationState: _IAnimationState;
  76269. /**
  76270. * The active target of the runtime animation
  76271. */
  76272. private _activeTargets;
  76273. private _currentActiveTarget;
  76274. private _directTarget;
  76275. /**
  76276. * The target path of the runtime animation
  76277. */
  76278. private _targetPath;
  76279. /**
  76280. * The weight of the runtime animation
  76281. */
  76282. private _weight;
  76283. /**
  76284. * The ratio offset of the runtime animation
  76285. */
  76286. private _ratioOffset;
  76287. /**
  76288. * The previous delay of the runtime animation
  76289. */
  76290. private _previousDelay;
  76291. /**
  76292. * The previous ratio of the runtime animation
  76293. */
  76294. private _previousRatio;
  76295. private _enableBlending;
  76296. private _keys;
  76297. private _minFrame;
  76298. private _maxFrame;
  76299. private _minValue;
  76300. private _maxValue;
  76301. private _targetIsArray;
  76302. /**
  76303. * Gets the current frame of the runtime animation
  76304. */
  76305. readonly currentFrame: number;
  76306. /**
  76307. * Gets the weight of the runtime animation
  76308. */
  76309. readonly weight: number;
  76310. /**
  76311. * Gets the current value of the runtime animation
  76312. */
  76313. readonly currentValue: any;
  76314. /**
  76315. * Gets the target path of the runtime animation
  76316. */
  76317. readonly targetPath: string;
  76318. /**
  76319. * Gets the actual target of the runtime animation
  76320. */
  76321. readonly target: any;
  76322. /** @hidden */
  76323. _onLoop: () => void;
  76324. /**
  76325. * Create a new RuntimeAnimation object
  76326. * @param target defines the target of the animation
  76327. * @param animation defines the source animation object
  76328. * @param scene defines the hosting scene
  76329. * @param host defines the initiating Animatable
  76330. */
  76331. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76332. private _preparePath;
  76333. /**
  76334. * Gets the animation from the runtime animation
  76335. */
  76336. readonly animation: Animation;
  76337. /**
  76338. * Resets the runtime animation to the beginning
  76339. * @param restoreOriginal defines whether to restore the target property to the original value
  76340. */
  76341. reset(restoreOriginal?: boolean): void;
  76342. /**
  76343. * Specifies if the runtime animation is stopped
  76344. * @returns Boolean specifying if the runtime animation is stopped
  76345. */
  76346. isStopped(): boolean;
  76347. /**
  76348. * Disposes of the runtime animation
  76349. */
  76350. dispose(): void;
  76351. /**
  76352. * Apply the interpolated value to the target
  76353. * @param currentValue defines the value computed by the animation
  76354. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76355. */
  76356. setValue(currentValue: any, weight: number): void;
  76357. private _getOriginalValues;
  76358. private _setValue;
  76359. /**
  76360. * Gets the loop pmode of the runtime animation
  76361. * @returns Loop Mode
  76362. */
  76363. private _getCorrectLoopMode;
  76364. /**
  76365. * Move the current animation to a given frame
  76366. * @param frame defines the frame to move to
  76367. */
  76368. goToFrame(frame: number): void;
  76369. /**
  76370. * @hidden Internal use only
  76371. */
  76372. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76373. /**
  76374. * Execute the current animation
  76375. * @param delay defines the delay to add to the current frame
  76376. * @param from defines the lower bound of the animation range
  76377. * @param to defines the upper bound of the animation range
  76378. * @param loop defines if the current animation must loop
  76379. * @param speedRatio defines the current speed ratio
  76380. * @param weight defines the weight of the animation (default is -1 so no weight)
  76381. * @param onLoop optional callback called when animation loops
  76382. * @returns a boolean indicating if the animation is running
  76383. */
  76384. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76385. }
  76386. }
  76387. declare module BABYLON {
  76388. /**
  76389. * Class used to store an actual running animation
  76390. */
  76391. export class Animatable {
  76392. /** defines the target object */
  76393. target: any;
  76394. /** defines the starting frame number (default is 0) */
  76395. fromFrame: number;
  76396. /** defines the ending frame number (default is 100) */
  76397. toFrame: number;
  76398. /** defines if the animation must loop (default is false) */
  76399. loopAnimation: boolean;
  76400. /** defines a callback to call when animation ends if it is not looping */
  76401. onAnimationEnd?: (() => void) | null | undefined;
  76402. /** defines a callback to call when animation loops */
  76403. onAnimationLoop?: (() => void) | null | undefined;
  76404. private _localDelayOffset;
  76405. private _pausedDelay;
  76406. private _runtimeAnimations;
  76407. private _paused;
  76408. private _scene;
  76409. private _speedRatio;
  76410. private _weight;
  76411. private _syncRoot;
  76412. /**
  76413. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76414. * This will only apply for non looping animation (default is true)
  76415. */
  76416. disposeOnEnd: boolean;
  76417. /**
  76418. * Gets a boolean indicating if the animation has started
  76419. */
  76420. animationStarted: boolean;
  76421. /**
  76422. * Observer raised when the animation ends
  76423. */
  76424. onAnimationEndObservable: Observable<Animatable>;
  76425. /**
  76426. * Observer raised when the animation loops
  76427. */
  76428. onAnimationLoopObservable: Observable<Animatable>;
  76429. /**
  76430. * Gets the root Animatable used to synchronize and normalize animations
  76431. */
  76432. readonly syncRoot: Nullable<Animatable>;
  76433. /**
  76434. * Gets the current frame of the first RuntimeAnimation
  76435. * Used to synchronize Animatables
  76436. */
  76437. readonly masterFrame: number;
  76438. /**
  76439. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76440. */
  76441. weight: number;
  76442. /**
  76443. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76444. */
  76445. speedRatio: number;
  76446. /**
  76447. * Creates a new Animatable
  76448. * @param scene defines the hosting scene
  76449. * @param target defines the target object
  76450. * @param fromFrame defines the starting frame number (default is 0)
  76451. * @param toFrame defines the ending frame number (default is 100)
  76452. * @param loopAnimation defines if the animation must loop (default is false)
  76453. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76454. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76455. * @param animations defines a group of animation to add to the new Animatable
  76456. * @param onAnimationLoop defines a callback to call when animation loops
  76457. */
  76458. constructor(scene: Scene,
  76459. /** defines the target object */
  76460. target: any,
  76461. /** defines the starting frame number (default is 0) */
  76462. fromFrame?: number,
  76463. /** defines the ending frame number (default is 100) */
  76464. toFrame?: number,
  76465. /** defines if the animation must loop (default is false) */
  76466. loopAnimation?: boolean, speedRatio?: number,
  76467. /** defines a callback to call when animation ends if it is not looping */
  76468. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76469. /** defines a callback to call when animation loops */
  76470. onAnimationLoop?: (() => void) | null | undefined);
  76471. /**
  76472. * Synchronize and normalize current Animatable with a source Animatable
  76473. * This is useful when using animation weights and when animations are not of the same length
  76474. * @param root defines the root Animatable to synchronize with
  76475. * @returns the current Animatable
  76476. */
  76477. syncWith(root: Animatable): Animatable;
  76478. /**
  76479. * Gets the list of runtime animations
  76480. * @returns an array of RuntimeAnimation
  76481. */
  76482. getAnimations(): RuntimeAnimation[];
  76483. /**
  76484. * Adds more animations to the current animatable
  76485. * @param target defines the target of the animations
  76486. * @param animations defines the new animations to add
  76487. */
  76488. appendAnimations(target: any, animations: Animation[]): void;
  76489. /**
  76490. * Gets the source animation for a specific property
  76491. * @param property defines the propertyu to look for
  76492. * @returns null or the source animation for the given property
  76493. */
  76494. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76495. /**
  76496. * Gets the runtime animation for a specific property
  76497. * @param property defines the propertyu to look for
  76498. * @returns null or the runtime animation for the given property
  76499. */
  76500. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76501. /**
  76502. * Resets the animatable to its original state
  76503. */
  76504. reset(): void;
  76505. /**
  76506. * Allows the animatable to blend with current running animations
  76507. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76508. * @param blendingSpeed defines the blending speed to use
  76509. */
  76510. enableBlending(blendingSpeed: number): void;
  76511. /**
  76512. * Disable animation blending
  76513. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76514. */
  76515. disableBlending(): void;
  76516. /**
  76517. * Jump directly to a given frame
  76518. * @param frame defines the frame to jump to
  76519. */
  76520. goToFrame(frame: number): void;
  76521. /**
  76522. * Pause the animation
  76523. */
  76524. pause(): void;
  76525. /**
  76526. * Restart the animation
  76527. */
  76528. restart(): void;
  76529. private _raiseOnAnimationEnd;
  76530. /**
  76531. * Stop and delete the current animation
  76532. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76533. * @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)
  76534. */
  76535. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76536. /**
  76537. * Wait asynchronously for the animation to end
  76538. * @returns a promise which will be fullfilled when the animation ends
  76539. */
  76540. waitAsync(): Promise<Animatable>;
  76541. /** @hidden */
  76542. _animate(delay: number): boolean;
  76543. }
  76544. interface Scene {
  76545. /** @hidden */
  76546. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76547. /** @hidden */
  76548. _processLateAnimationBindingsForMatrices(holder: {
  76549. totalWeight: number;
  76550. animations: RuntimeAnimation[];
  76551. originalValue: Matrix;
  76552. }): any;
  76553. /** @hidden */
  76554. _processLateAnimationBindingsForQuaternions(holder: {
  76555. totalWeight: number;
  76556. animations: RuntimeAnimation[];
  76557. originalValue: Quaternion;
  76558. }, refQuaternion: Quaternion): Quaternion;
  76559. /** @hidden */
  76560. _processLateAnimationBindings(): void;
  76561. /**
  76562. * Will start the animation sequence of a given target
  76563. * @param target defines the target
  76564. * @param from defines from which frame should animation start
  76565. * @param to defines until which frame should animation run.
  76566. * @param weight defines the weight to apply to the animation (1.0 by default)
  76567. * @param loop defines if the animation loops
  76568. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76569. * @param onAnimationEnd defines the function to be executed when the animation ends
  76570. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76571. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76572. * @param onAnimationLoop defines the callback to call when an animation loops
  76573. * @returns the animatable object created for this animation
  76574. */
  76575. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76576. /**
  76577. * Will start the animation sequence of a given target
  76578. * @param target defines the target
  76579. * @param from defines from which frame should animation start
  76580. * @param to defines until which frame should animation run.
  76581. * @param loop defines if the animation loops
  76582. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76583. * @param onAnimationEnd defines the function to be executed when the animation ends
  76584. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76585. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76586. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76587. * @param onAnimationLoop defines the callback to call when an animation loops
  76588. * @returns the animatable object created for this animation
  76589. */
  76590. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76591. /**
  76592. * Will start the animation sequence of a given target and its hierarchy
  76593. * @param target defines the target
  76594. * @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.
  76595. * @param from defines from which frame should animation start
  76596. * @param to defines until which frame should animation run.
  76597. * @param loop defines if the animation loops
  76598. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76599. * @param onAnimationEnd defines the function to be executed when the animation ends
  76600. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76601. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76602. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76603. * @param onAnimationLoop defines the callback to call when an animation loops
  76604. * @returns the list of created animatables
  76605. */
  76606. 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[];
  76607. /**
  76608. * Begin a new animation on a given node
  76609. * @param target defines the target where the animation will take place
  76610. * @param animations defines the list of animations to start
  76611. * @param from defines the initial value
  76612. * @param to defines the final value
  76613. * @param loop defines if you want animation to loop (off by default)
  76614. * @param speedRatio defines the speed ratio to apply to all animations
  76615. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76616. * @param onAnimationLoop defines the callback to call when an animation loops
  76617. * @returns the list of created animatables
  76618. */
  76619. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76620. /**
  76621. * Begin a new animation on a given node and its hierarchy
  76622. * @param target defines the root node where the animation will take place
  76623. * @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.
  76624. * @param animations defines the list of animations to start
  76625. * @param from defines the initial value
  76626. * @param to defines the final value
  76627. * @param loop defines if you want animation to loop (off by default)
  76628. * @param speedRatio defines the speed ratio to apply to all animations
  76629. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76630. * @param onAnimationLoop defines the callback to call when an animation loops
  76631. * @returns the list of animatables created for all nodes
  76632. */
  76633. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76634. /**
  76635. * Gets the animatable associated with a specific target
  76636. * @param target defines the target of the animatable
  76637. * @returns the required animatable if found
  76638. */
  76639. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76640. /**
  76641. * Gets all animatables associated with a given target
  76642. * @param target defines the target to look animatables for
  76643. * @returns an array of Animatables
  76644. */
  76645. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76646. /**
  76647. * Stops and removes all animations that have been applied to the scene
  76648. */
  76649. stopAllAnimations(): void;
  76650. }
  76651. interface Bone {
  76652. /**
  76653. * Copy an animation range from another bone
  76654. * @param source defines the source bone
  76655. * @param rangeName defines the range name to copy
  76656. * @param frameOffset defines the frame offset
  76657. * @param rescaleAsRequired defines if rescaling must be applied if required
  76658. * @param skelDimensionsRatio defines the scaling ratio
  76659. * @returns true if operation was successful
  76660. */
  76661. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76662. }
  76663. }
  76664. declare module BABYLON {
  76665. /**
  76666. * Class used to override all child animations of a given target
  76667. */
  76668. export class AnimationPropertiesOverride {
  76669. /**
  76670. * Gets or sets a value indicating if animation blending must be used
  76671. */
  76672. enableBlending: boolean;
  76673. /**
  76674. * Gets or sets the blending speed to use when enableBlending is true
  76675. */
  76676. blendingSpeed: number;
  76677. /**
  76678. * Gets or sets the default loop mode to use
  76679. */
  76680. loopMode: number;
  76681. }
  76682. }
  76683. declare module BABYLON {
  76684. /**
  76685. * Class used to handle skinning animations
  76686. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76687. */
  76688. export class Skeleton implements IAnimatable {
  76689. /** defines the skeleton name */
  76690. name: string;
  76691. /** defines the skeleton Id */
  76692. id: string;
  76693. /**
  76694. * Defines the list of child bones
  76695. */
  76696. bones: Bone[];
  76697. /**
  76698. * Defines an estimate of the dimension of the skeleton at rest
  76699. */
  76700. dimensionsAtRest: Vector3;
  76701. /**
  76702. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76703. */
  76704. needInitialSkinMatrix: boolean;
  76705. /**
  76706. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76707. */
  76708. overrideMesh: Nullable<AbstractMesh>;
  76709. /**
  76710. * Gets the list of animations attached to this skeleton
  76711. */
  76712. animations: Array<Animation>;
  76713. private _scene;
  76714. private _isDirty;
  76715. private _transformMatrices;
  76716. private _transformMatrixTexture;
  76717. private _meshesWithPoseMatrix;
  76718. private _animatables;
  76719. private _identity;
  76720. private _synchronizedWithMesh;
  76721. private _ranges;
  76722. private _lastAbsoluteTransformsUpdateId;
  76723. private _canUseTextureForBones;
  76724. private _uniqueId;
  76725. /** @hidden */
  76726. _numBonesWithLinkedTransformNode: number;
  76727. /** @hidden */
  76728. _hasWaitingData: Nullable<boolean>;
  76729. /**
  76730. * Specifies if the skeleton should be serialized
  76731. */
  76732. doNotSerialize: boolean;
  76733. private _useTextureToStoreBoneMatrices;
  76734. /**
  76735. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76736. * Please note that this option is not available if the hardware does not support it
  76737. */
  76738. useTextureToStoreBoneMatrices: boolean;
  76739. private _animationPropertiesOverride;
  76740. /**
  76741. * Gets or sets the animation properties override
  76742. */
  76743. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76744. /**
  76745. * List of inspectable custom properties (used by the Inspector)
  76746. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76747. */
  76748. inspectableCustomProperties: IInspectable[];
  76749. /**
  76750. * An observable triggered before computing the skeleton's matrices
  76751. */
  76752. onBeforeComputeObservable: Observable<Skeleton>;
  76753. /**
  76754. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76755. */
  76756. readonly isUsingTextureForMatrices: boolean;
  76757. /**
  76758. * Gets the unique ID of this skeleton
  76759. */
  76760. readonly uniqueId: number;
  76761. /**
  76762. * Creates a new skeleton
  76763. * @param name defines the skeleton name
  76764. * @param id defines the skeleton Id
  76765. * @param scene defines the hosting scene
  76766. */
  76767. constructor(
  76768. /** defines the skeleton name */
  76769. name: string,
  76770. /** defines the skeleton Id */
  76771. id: string, scene: Scene);
  76772. /**
  76773. * Gets the current object class name.
  76774. * @return the class name
  76775. */
  76776. getClassName(): string;
  76777. /**
  76778. * Returns an array containing the root bones
  76779. * @returns an array containing the root bones
  76780. */
  76781. getChildren(): Array<Bone>;
  76782. /**
  76783. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  76784. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76785. * @returns a Float32Array containing matrices data
  76786. */
  76787. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  76788. /**
  76789. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  76790. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76791. * @returns a raw texture containing the data
  76792. */
  76793. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  76794. /**
  76795. * Gets the current hosting scene
  76796. * @returns a scene object
  76797. */
  76798. getScene(): Scene;
  76799. /**
  76800. * Gets a string representing the current skeleton data
  76801. * @param fullDetails defines a boolean indicating if we want a verbose version
  76802. * @returns a string representing the current skeleton data
  76803. */
  76804. toString(fullDetails?: boolean): string;
  76805. /**
  76806. * Get bone's index searching by name
  76807. * @param name defines bone's name to search for
  76808. * @return the indice of the bone. Returns -1 if not found
  76809. */
  76810. getBoneIndexByName(name: string): number;
  76811. /**
  76812. * Creater a new animation range
  76813. * @param name defines the name of the range
  76814. * @param from defines the start key
  76815. * @param to defines the end key
  76816. */
  76817. createAnimationRange(name: string, from: number, to: number): void;
  76818. /**
  76819. * Delete a specific animation range
  76820. * @param name defines the name of the range
  76821. * @param deleteFrames defines if frames must be removed as well
  76822. */
  76823. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  76824. /**
  76825. * Gets a specific animation range
  76826. * @param name defines the name of the range to look for
  76827. * @returns the requested animation range or null if not found
  76828. */
  76829. getAnimationRange(name: string): Nullable<AnimationRange>;
  76830. /**
  76831. * Gets the list of all animation ranges defined on this skeleton
  76832. * @returns an array
  76833. */
  76834. getAnimationRanges(): Nullable<AnimationRange>[];
  76835. /**
  76836. * Copy animation range from a source skeleton.
  76837. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  76838. * @param source defines the source skeleton
  76839. * @param name defines the name of the range to copy
  76840. * @param rescaleAsRequired defines if rescaling must be applied if required
  76841. * @returns true if operation was successful
  76842. */
  76843. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  76844. /**
  76845. * Forces the skeleton to go to rest pose
  76846. */
  76847. returnToRest(): void;
  76848. private _getHighestAnimationFrame;
  76849. /**
  76850. * Begin a specific animation range
  76851. * @param name defines the name of the range to start
  76852. * @param loop defines if looping must be turned on (false by default)
  76853. * @param speedRatio defines the speed ratio to apply (1 by default)
  76854. * @param onAnimationEnd defines a callback which will be called when animation will end
  76855. * @returns a new animatable
  76856. */
  76857. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  76858. /** @hidden */
  76859. _markAsDirty(): void;
  76860. /** @hidden */
  76861. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76862. /** @hidden */
  76863. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76864. private _computeTransformMatrices;
  76865. /**
  76866. * Build all resources required to render a skeleton
  76867. */
  76868. prepare(): void;
  76869. /**
  76870. * Gets the list of animatables currently running for this skeleton
  76871. * @returns an array of animatables
  76872. */
  76873. getAnimatables(): IAnimatable[];
  76874. /**
  76875. * Clone the current skeleton
  76876. * @param name defines the name of the new skeleton
  76877. * @param id defines the id of the new skeleton
  76878. * @returns the new skeleton
  76879. */
  76880. clone(name: string, id: string): Skeleton;
  76881. /**
  76882. * Enable animation blending for this skeleton
  76883. * @param blendingSpeed defines the blending speed to apply
  76884. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76885. */
  76886. enableBlending(blendingSpeed?: number): void;
  76887. /**
  76888. * Releases all resources associated with the current skeleton
  76889. */
  76890. dispose(): void;
  76891. /**
  76892. * Serialize the skeleton in a JSON object
  76893. * @returns a JSON object
  76894. */
  76895. serialize(): any;
  76896. /**
  76897. * Creates a new skeleton from serialized data
  76898. * @param parsedSkeleton defines the serialized data
  76899. * @param scene defines the hosting scene
  76900. * @returns a new skeleton
  76901. */
  76902. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  76903. /**
  76904. * Compute all node absolute transforms
  76905. * @param forceUpdate defines if computation must be done even if cache is up to date
  76906. */
  76907. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  76908. /**
  76909. * Gets the root pose matrix
  76910. * @returns a matrix
  76911. */
  76912. getPoseMatrix(): Nullable<Matrix>;
  76913. /**
  76914. * Sorts bones per internal index
  76915. */
  76916. sortBones(): void;
  76917. private _sortBones;
  76918. }
  76919. }
  76920. declare module BABYLON {
  76921. /**
  76922. * Class used to store bone information
  76923. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76924. */
  76925. export class Bone extends Node {
  76926. /**
  76927. * defines the bone name
  76928. */
  76929. name: string;
  76930. private static _tmpVecs;
  76931. private static _tmpQuat;
  76932. private static _tmpMats;
  76933. /**
  76934. * Gets the list of child bones
  76935. */
  76936. children: Bone[];
  76937. /** Gets the animations associated with this bone */
  76938. animations: Animation[];
  76939. /**
  76940. * Gets or sets bone length
  76941. */
  76942. length: number;
  76943. /**
  76944. * @hidden Internal only
  76945. * Set this value to map this bone to a different index in the transform matrices
  76946. * Set this value to -1 to exclude the bone from the transform matrices
  76947. */
  76948. _index: Nullable<number>;
  76949. private _skeleton;
  76950. private _localMatrix;
  76951. private _restPose;
  76952. private _baseMatrix;
  76953. private _absoluteTransform;
  76954. private _invertedAbsoluteTransform;
  76955. private _parent;
  76956. private _scalingDeterminant;
  76957. private _worldTransform;
  76958. private _localScaling;
  76959. private _localRotation;
  76960. private _localPosition;
  76961. private _needToDecompose;
  76962. private _needToCompose;
  76963. /** @hidden */
  76964. _linkedTransformNode: Nullable<TransformNode>;
  76965. /** @hidden */
  76966. _waitingTransformNodeId: Nullable<string>;
  76967. /** @hidden */
  76968. /** @hidden */
  76969. _matrix: Matrix;
  76970. /**
  76971. * Create a new bone
  76972. * @param name defines the bone name
  76973. * @param skeleton defines the parent skeleton
  76974. * @param parentBone defines the parent (can be null if the bone is the root)
  76975. * @param localMatrix defines the local matrix
  76976. * @param restPose defines the rest pose matrix
  76977. * @param baseMatrix defines the base matrix
  76978. * @param index defines index of the bone in the hiearchy
  76979. */
  76980. constructor(
  76981. /**
  76982. * defines the bone name
  76983. */
  76984. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  76985. /**
  76986. * Gets the current object class name.
  76987. * @return the class name
  76988. */
  76989. getClassName(): string;
  76990. /**
  76991. * Gets the parent skeleton
  76992. * @returns a skeleton
  76993. */
  76994. getSkeleton(): Skeleton;
  76995. /**
  76996. * Gets parent bone
  76997. * @returns a bone or null if the bone is the root of the bone hierarchy
  76998. */
  76999. getParent(): Nullable<Bone>;
  77000. /**
  77001. * Returns an array containing the root bones
  77002. * @returns an array containing the root bones
  77003. */
  77004. getChildren(): Array<Bone>;
  77005. /**
  77006. * Sets the parent bone
  77007. * @param parent defines the parent (can be null if the bone is the root)
  77008. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77009. */
  77010. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77011. /**
  77012. * Gets the local matrix
  77013. * @returns a matrix
  77014. */
  77015. getLocalMatrix(): Matrix;
  77016. /**
  77017. * Gets the base matrix (initial matrix which remains unchanged)
  77018. * @returns a matrix
  77019. */
  77020. getBaseMatrix(): Matrix;
  77021. /**
  77022. * Gets the rest pose matrix
  77023. * @returns a matrix
  77024. */
  77025. getRestPose(): Matrix;
  77026. /**
  77027. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77028. */
  77029. getWorldMatrix(): Matrix;
  77030. /**
  77031. * Sets the local matrix to rest pose matrix
  77032. */
  77033. returnToRest(): void;
  77034. /**
  77035. * Gets the inverse of the absolute transform matrix.
  77036. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77037. * @returns a matrix
  77038. */
  77039. getInvertedAbsoluteTransform(): Matrix;
  77040. /**
  77041. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77042. * @returns a matrix
  77043. */
  77044. getAbsoluteTransform(): Matrix;
  77045. /**
  77046. * Links with the given transform node.
  77047. * The local matrix of this bone is copied from the transform node every frame.
  77048. * @param transformNode defines the transform node to link to
  77049. */
  77050. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77051. /** Gets or sets current position (in local space) */
  77052. position: Vector3;
  77053. /** Gets or sets current rotation (in local space) */
  77054. rotation: Vector3;
  77055. /** Gets or sets current rotation quaternion (in local space) */
  77056. rotationQuaternion: Quaternion;
  77057. /** Gets or sets current scaling (in local space) */
  77058. scaling: Vector3;
  77059. /**
  77060. * Gets the animation properties override
  77061. */
  77062. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77063. private _decompose;
  77064. private _compose;
  77065. /**
  77066. * Update the base and local matrices
  77067. * @param matrix defines the new base or local matrix
  77068. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77069. * @param updateLocalMatrix defines if the local matrix should be updated
  77070. */
  77071. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77072. /** @hidden */
  77073. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77074. /**
  77075. * Flag the bone as dirty (Forcing it to update everything)
  77076. */
  77077. markAsDirty(): void;
  77078. /** @hidden */
  77079. _markAsDirtyAndCompose(): void;
  77080. private _markAsDirtyAndDecompose;
  77081. /**
  77082. * Translate the bone in local or world space
  77083. * @param vec The amount to translate the bone
  77084. * @param space The space that the translation is in
  77085. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77086. */
  77087. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77088. /**
  77089. * Set the postion of the bone in local or world space
  77090. * @param position The position to set the bone
  77091. * @param space The space that the position is in
  77092. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77093. */
  77094. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77095. /**
  77096. * Set the absolute position of the bone (world space)
  77097. * @param position The position to set the bone
  77098. * @param mesh The mesh that this bone is attached to
  77099. */
  77100. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77101. /**
  77102. * Scale the bone on the x, y and z axes (in local space)
  77103. * @param x The amount to scale the bone on the x axis
  77104. * @param y The amount to scale the bone on the y axis
  77105. * @param z The amount to scale the bone on the z axis
  77106. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77107. */
  77108. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77109. /**
  77110. * Set the bone scaling in local space
  77111. * @param scale defines the scaling vector
  77112. */
  77113. setScale(scale: Vector3): void;
  77114. /**
  77115. * Gets the current scaling in local space
  77116. * @returns the current scaling vector
  77117. */
  77118. getScale(): Vector3;
  77119. /**
  77120. * Gets the current scaling in local space and stores it in a target vector
  77121. * @param result defines the target vector
  77122. */
  77123. getScaleToRef(result: Vector3): void;
  77124. /**
  77125. * Set the yaw, pitch, and roll of the bone in local or world space
  77126. * @param yaw The rotation of the bone on the y axis
  77127. * @param pitch The rotation of the bone on the x axis
  77128. * @param roll The rotation of the bone on the z axis
  77129. * @param space The space that the axes of rotation are in
  77130. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77131. */
  77132. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77133. /**
  77134. * Add a rotation to the bone on an axis in local or world space
  77135. * @param axis The axis to rotate the bone on
  77136. * @param amount The amount to rotate the bone
  77137. * @param space The space that the axis is in
  77138. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77139. */
  77140. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77141. /**
  77142. * Set the rotation of the bone to a particular axis angle in local or world space
  77143. * @param axis The axis to rotate the bone on
  77144. * @param angle The angle that the bone should be rotated to
  77145. * @param space The space that the axis is in
  77146. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77147. */
  77148. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77149. /**
  77150. * Set the euler rotation of the bone in local of world space
  77151. * @param rotation The euler rotation that the bone should be set to
  77152. * @param space The space that the rotation is in
  77153. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77154. */
  77155. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77156. /**
  77157. * Set the quaternion rotation of the bone in local of world space
  77158. * @param quat The quaternion rotation that the bone should be set to
  77159. * @param space The space that the rotation is in
  77160. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77161. */
  77162. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77163. /**
  77164. * Set the rotation matrix of the bone in local of world space
  77165. * @param rotMat The rotation matrix that the bone should be set to
  77166. * @param space The space that the rotation is in
  77167. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77168. */
  77169. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77170. private _rotateWithMatrix;
  77171. private _getNegativeRotationToRef;
  77172. /**
  77173. * Get the position of the bone in local or world space
  77174. * @param space The space that the returned position is in
  77175. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77176. * @returns The position of the bone
  77177. */
  77178. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77179. /**
  77180. * Copy the position of the bone to a vector3 in local or world space
  77181. * @param space The space that the returned position is in
  77182. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77183. * @param result The vector3 to copy the position to
  77184. */
  77185. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77186. /**
  77187. * Get the absolute position of the bone (world space)
  77188. * @param mesh The mesh that this bone is attached to
  77189. * @returns The absolute position of the bone
  77190. */
  77191. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77192. /**
  77193. * Copy the absolute position of the bone (world space) to the result param
  77194. * @param mesh The mesh that this bone is attached to
  77195. * @param result The vector3 to copy the absolute position to
  77196. */
  77197. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77198. /**
  77199. * Compute the absolute transforms of this bone and its children
  77200. */
  77201. computeAbsoluteTransforms(): void;
  77202. /**
  77203. * Get the world direction from an axis that is in the local space of the bone
  77204. * @param localAxis The local direction that is used to compute the world direction
  77205. * @param mesh The mesh that this bone is attached to
  77206. * @returns The world direction
  77207. */
  77208. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77209. /**
  77210. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77211. * @param localAxis The local direction that is used to compute the world direction
  77212. * @param mesh The mesh that this bone is attached to
  77213. * @param result The vector3 that the world direction will be copied to
  77214. */
  77215. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77216. /**
  77217. * Get the euler rotation of the bone in local or world space
  77218. * @param space The space that the rotation should be in
  77219. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77220. * @returns The euler rotation
  77221. */
  77222. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77223. /**
  77224. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77225. * @param space The space that the rotation should be in
  77226. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77227. * @param result The vector3 that the rotation should be copied to
  77228. */
  77229. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77230. /**
  77231. * Get the quaternion rotation of the bone in either local or world space
  77232. * @param space The space that the rotation should be in
  77233. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77234. * @returns The quaternion rotation
  77235. */
  77236. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77237. /**
  77238. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77239. * @param space The space that the rotation should be in
  77240. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77241. * @param result The quaternion that the rotation should be copied to
  77242. */
  77243. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77244. /**
  77245. * Get the rotation matrix of the bone in local or world space
  77246. * @param space The space that the rotation should be in
  77247. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77248. * @returns The rotation matrix
  77249. */
  77250. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77251. /**
  77252. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77253. * @param space The space that the rotation should be in
  77254. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77255. * @param result The quaternion that the rotation should be copied to
  77256. */
  77257. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77258. /**
  77259. * Get the world position of a point that is in the local space of the bone
  77260. * @param position The local position
  77261. * @param mesh The mesh that this bone is attached to
  77262. * @returns The world position
  77263. */
  77264. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77265. /**
  77266. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77267. * @param position The local position
  77268. * @param mesh The mesh that this bone is attached to
  77269. * @param result The vector3 that the world position should be copied to
  77270. */
  77271. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77272. /**
  77273. * Get the local position of a point that is in world space
  77274. * @param position The world position
  77275. * @param mesh The mesh that this bone is attached to
  77276. * @returns The local position
  77277. */
  77278. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77279. /**
  77280. * Get the local position of a point that is in world space and copy it to the result param
  77281. * @param position The world position
  77282. * @param mesh The mesh that this bone is attached to
  77283. * @param result The vector3 that the local position should be copied to
  77284. */
  77285. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77286. }
  77287. }
  77288. declare module BABYLON {
  77289. /**
  77290. * 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.
  77291. * @see https://doc.babylonjs.com/how_to/transformnode
  77292. */
  77293. export class TransformNode extends Node {
  77294. /**
  77295. * Object will not rotate to face the camera
  77296. */
  77297. static BILLBOARDMODE_NONE: number;
  77298. /**
  77299. * Object will rotate to face the camera but only on the x axis
  77300. */
  77301. static BILLBOARDMODE_X: number;
  77302. /**
  77303. * Object will rotate to face the camera but only on the y axis
  77304. */
  77305. static BILLBOARDMODE_Y: number;
  77306. /**
  77307. * Object will rotate to face the camera but only on the z axis
  77308. */
  77309. static BILLBOARDMODE_Z: number;
  77310. /**
  77311. * Object will rotate to face the camera
  77312. */
  77313. static BILLBOARDMODE_ALL: number;
  77314. private _forward;
  77315. private _forwardInverted;
  77316. private _up;
  77317. private _right;
  77318. private _rightInverted;
  77319. private _position;
  77320. private _rotation;
  77321. private _rotationQuaternion;
  77322. protected _scaling: Vector3;
  77323. protected _isDirty: boolean;
  77324. private _transformToBoneReferal;
  77325. private _billboardMode;
  77326. /**
  77327. * Gets or sets the billboard mode. Default is 0.
  77328. *
  77329. * | Value | Type | Description |
  77330. * | --- | --- | --- |
  77331. * | 0 | BILLBOARDMODE_NONE | |
  77332. * | 1 | BILLBOARDMODE_X | |
  77333. * | 2 | BILLBOARDMODE_Y | |
  77334. * | 4 | BILLBOARDMODE_Z | |
  77335. * | 7 | BILLBOARDMODE_ALL | |
  77336. *
  77337. */
  77338. billboardMode: number;
  77339. private _preserveParentRotationForBillboard;
  77340. /**
  77341. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77342. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77343. */
  77344. preserveParentRotationForBillboard: boolean;
  77345. /**
  77346. * 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
  77347. */
  77348. scalingDeterminant: number;
  77349. private _infiniteDistance;
  77350. /**
  77351. * Gets or sets the distance of the object to max, often used by skybox
  77352. */
  77353. infiniteDistance: boolean;
  77354. /**
  77355. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77356. * By default the system will update normals to compensate
  77357. */
  77358. ignoreNonUniformScaling: boolean;
  77359. /**
  77360. * 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
  77361. */
  77362. reIntegrateRotationIntoRotationQuaternion: boolean;
  77363. /** @hidden */
  77364. _poseMatrix: Nullable<Matrix>;
  77365. /** @hidden */
  77366. _localMatrix: Matrix;
  77367. private _usePivotMatrix;
  77368. private _absolutePosition;
  77369. private _pivotMatrix;
  77370. private _pivotMatrixInverse;
  77371. protected _postMultiplyPivotMatrix: boolean;
  77372. protected _isWorldMatrixFrozen: boolean;
  77373. /** @hidden */
  77374. _indexInSceneTransformNodesArray: number;
  77375. /**
  77376. * An event triggered after the world matrix is updated
  77377. */
  77378. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77379. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77380. /**
  77381. * Gets a string identifying the name of the class
  77382. * @returns "TransformNode" string
  77383. */
  77384. getClassName(): string;
  77385. /**
  77386. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77387. */
  77388. position: Vector3;
  77389. /**
  77390. * 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)).
  77391. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77392. */
  77393. rotation: Vector3;
  77394. /**
  77395. * 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)).
  77396. */
  77397. scaling: Vector3;
  77398. /**
  77399. * 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).
  77400. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77401. */
  77402. rotationQuaternion: Nullable<Quaternion>;
  77403. /**
  77404. * The forward direction of that transform in world space.
  77405. */
  77406. readonly forward: Vector3;
  77407. /**
  77408. * The up direction of that transform in world space.
  77409. */
  77410. readonly up: Vector3;
  77411. /**
  77412. * The right direction of that transform in world space.
  77413. */
  77414. readonly right: Vector3;
  77415. /**
  77416. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77417. * @param matrix the matrix to copy the pose from
  77418. * @returns this TransformNode.
  77419. */
  77420. updatePoseMatrix(matrix: Matrix): TransformNode;
  77421. /**
  77422. * Returns the mesh Pose matrix.
  77423. * @returns the pose matrix
  77424. */
  77425. getPoseMatrix(): Matrix;
  77426. /** @hidden */
  77427. _isSynchronized(): boolean;
  77428. /** @hidden */
  77429. _initCache(): void;
  77430. /**
  77431. * Flag the transform node as dirty (Forcing it to update everything)
  77432. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77433. * @returns this transform node
  77434. */
  77435. markAsDirty(property: string): TransformNode;
  77436. /**
  77437. * Returns the current mesh absolute position.
  77438. * Returns a Vector3.
  77439. */
  77440. readonly absolutePosition: Vector3;
  77441. /**
  77442. * Sets a new matrix to apply before all other transformation
  77443. * @param matrix defines the transform matrix
  77444. * @returns the current TransformNode
  77445. */
  77446. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77447. /**
  77448. * Sets a new pivot matrix to the current node
  77449. * @param matrix defines the new pivot matrix to use
  77450. * @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
  77451. * @returns the current TransformNode
  77452. */
  77453. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77454. /**
  77455. * Returns the mesh pivot matrix.
  77456. * Default : Identity.
  77457. * @returns the matrix
  77458. */
  77459. getPivotMatrix(): Matrix;
  77460. /**
  77461. * Prevents the World matrix to be computed any longer.
  77462. * @returns the TransformNode.
  77463. */
  77464. freezeWorldMatrix(): TransformNode;
  77465. /**
  77466. * Allows back the World matrix computation.
  77467. * @returns the TransformNode.
  77468. */
  77469. unfreezeWorldMatrix(): this;
  77470. /**
  77471. * True if the World matrix has been frozen.
  77472. */
  77473. readonly isWorldMatrixFrozen: boolean;
  77474. /**
  77475. * Retuns the mesh absolute position in the World.
  77476. * @returns a Vector3.
  77477. */
  77478. getAbsolutePosition(): Vector3;
  77479. /**
  77480. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77481. * @param absolutePosition the absolute position to set
  77482. * @returns the TransformNode.
  77483. */
  77484. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77485. /**
  77486. * Sets the mesh position in its local space.
  77487. * @param vector3 the position to set in localspace
  77488. * @returns the TransformNode.
  77489. */
  77490. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77491. /**
  77492. * Returns the mesh position in the local space from the current World matrix values.
  77493. * @returns a new Vector3.
  77494. */
  77495. getPositionExpressedInLocalSpace(): Vector3;
  77496. /**
  77497. * Translates the mesh along the passed Vector3 in its local space.
  77498. * @param vector3 the distance to translate in localspace
  77499. * @returns the TransformNode.
  77500. */
  77501. locallyTranslate(vector3: Vector3): TransformNode;
  77502. private static _lookAtVectorCache;
  77503. /**
  77504. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77505. * @param targetPoint the position (must be in same space as current mesh) to look at
  77506. * @param yawCor optional yaw (y-axis) correction in radians
  77507. * @param pitchCor optional pitch (x-axis) correction in radians
  77508. * @param rollCor optional roll (z-axis) correction in radians
  77509. * @param space the choosen space of the target
  77510. * @returns the TransformNode.
  77511. */
  77512. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77513. /**
  77514. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77515. * This Vector3 is expressed in the World space.
  77516. * @param localAxis axis to rotate
  77517. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77518. */
  77519. getDirection(localAxis: Vector3): Vector3;
  77520. /**
  77521. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77522. * localAxis is expressed in the mesh local space.
  77523. * result is computed in the Wordl space from the mesh World matrix.
  77524. * @param localAxis axis to rotate
  77525. * @param result the resulting transformnode
  77526. * @returns this TransformNode.
  77527. */
  77528. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77529. /**
  77530. * Sets this transform node rotation to the given local axis.
  77531. * @param localAxis the axis in local space
  77532. * @param yawCor optional yaw (y-axis) correction in radians
  77533. * @param pitchCor optional pitch (x-axis) correction in radians
  77534. * @param rollCor optional roll (z-axis) correction in radians
  77535. * @returns this TransformNode
  77536. */
  77537. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77538. /**
  77539. * Sets a new pivot point to the current node
  77540. * @param point defines the new pivot point to use
  77541. * @param space defines if the point is in world or local space (local by default)
  77542. * @returns the current TransformNode
  77543. */
  77544. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77545. /**
  77546. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77547. * @returns the pivot point
  77548. */
  77549. getPivotPoint(): Vector3;
  77550. /**
  77551. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77552. * @param result the vector3 to store the result
  77553. * @returns this TransformNode.
  77554. */
  77555. getPivotPointToRef(result: Vector3): TransformNode;
  77556. /**
  77557. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77558. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77559. */
  77560. getAbsolutePivotPoint(): Vector3;
  77561. /**
  77562. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77563. * @param result vector3 to store the result
  77564. * @returns this TransformNode.
  77565. */
  77566. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77567. /**
  77568. * Defines the passed node as the parent of the current node.
  77569. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77570. * @see https://doc.babylonjs.com/how_to/parenting
  77571. * @param node the node ot set as the parent
  77572. * @returns this TransformNode.
  77573. */
  77574. setParent(node: Nullable<Node>): TransformNode;
  77575. private _nonUniformScaling;
  77576. /**
  77577. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77578. */
  77579. readonly nonUniformScaling: boolean;
  77580. /** @hidden */
  77581. _updateNonUniformScalingState(value: boolean): boolean;
  77582. /**
  77583. * Attach the current TransformNode to another TransformNode associated with a bone
  77584. * @param bone Bone affecting the TransformNode
  77585. * @param affectedTransformNode TransformNode associated with the bone
  77586. * @returns this object
  77587. */
  77588. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77589. /**
  77590. * Detach the transform node if its associated with a bone
  77591. * @returns this object
  77592. */
  77593. detachFromBone(): TransformNode;
  77594. private static _rotationAxisCache;
  77595. /**
  77596. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77597. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77598. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77599. * The passed axis is also normalized.
  77600. * @param axis the axis to rotate around
  77601. * @param amount the amount to rotate in radians
  77602. * @param space Space to rotate in (Default: local)
  77603. * @returns the TransformNode.
  77604. */
  77605. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77606. /**
  77607. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77608. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77609. * The passed axis is also normalized. .
  77610. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77611. * @param point the point to rotate around
  77612. * @param axis the axis to rotate around
  77613. * @param amount the amount to rotate in radians
  77614. * @returns the TransformNode
  77615. */
  77616. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77617. /**
  77618. * Translates the mesh along the axis vector for the passed distance in the given space.
  77619. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77620. * @param axis the axis to translate in
  77621. * @param distance the distance to translate
  77622. * @param space Space to rotate in (Default: local)
  77623. * @returns the TransformNode.
  77624. */
  77625. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77626. /**
  77627. * Adds a rotation step to the mesh current rotation.
  77628. * x, y, z are Euler angles expressed in radians.
  77629. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77630. * This means this rotation is made in the mesh local space only.
  77631. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77632. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77633. * ```javascript
  77634. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77635. * ```
  77636. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77637. * 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.
  77638. * @param x Rotation to add
  77639. * @param y Rotation to add
  77640. * @param z Rotation to add
  77641. * @returns the TransformNode.
  77642. */
  77643. addRotation(x: number, y: number, z: number): TransformNode;
  77644. /**
  77645. * @hidden
  77646. */
  77647. protected _getEffectiveParent(): Nullable<Node>;
  77648. /**
  77649. * Computes the world matrix of the node
  77650. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77651. * @returns the world matrix
  77652. */
  77653. computeWorldMatrix(force?: boolean): Matrix;
  77654. protected _afterComputeWorldMatrix(): void;
  77655. /**
  77656. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77657. * @param func callback function to add
  77658. *
  77659. * @returns the TransformNode.
  77660. */
  77661. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77662. /**
  77663. * Removes a registered callback function.
  77664. * @param func callback function to remove
  77665. * @returns the TransformNode.
  77666. */
  77667. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77668. /**
  77669. * Gets the position of the current mesh in camera space
  77670. * @param camera defines the camera to use
  77671. * @returns a position
  77672. */
  77673. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77674. /**
  77675. * Returns the distance from the mesh to the active camera
  77676. * @param camera defines the camera to use
  77677. * @returns the distance
  77678. */
  77679. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77680. /**
  77681. * Clone the current transform node
  77682. * @param name Name of the new clone
  77683. * @param newParent New parent for the clone
  77684. * @param doNotCloneChildren Do not clone children hierarchy
  77685. * @returns the new transform node
  77686. */
  77687. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77688. /**
  77689. * Serializes the objects information.
  77690. * @param currentSerializationObject defines the object to serialize in
  77691. * @returns the serialized object
  77692. */
  77693. serialize(currentSerializationObject?: any): any;
  77694. /**
  77695. * Returns a new TransformNode object parsed from the source provided.
  77696. * @param parsedTransformNode is the source.
  77697. * @param scene the scne the object belongs to
  77698. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77699. * @returns a new TransformNode object parsed from the source provided.
  77700. */
  77701. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77702. /**
  77703. * Get all child-transformNodes of this node
  77704. * @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
  77705. * @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
  77706. * @returns an array of TransformNode
  77707. */
  77708. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77709. /**
  77710. * Releases resources associated with this transform node.
  77711. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77712. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77713. */
  77714. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77715. /**
  77716. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77717. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77718. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77719. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77720. * @returns the current mesh
  77721. */
  77722. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77723. }
  77724. }
  77725. declare module BABYLON {
  77726. /**
  77727. * Defines the types of pose enabled controllers that are supported
  77728. */
  77729. export enum PoseEnabledControllerType {
  77730. /**
  77731. * HTC Vive
  77732. */
  77733. VIVE = 0,
  77734. /**
  77735. * Oculus Rift
  77736. */
  77737. OCULUS = 1,
  77738. /**
  77739. * Windows mixed reality
  77740. */
  77741. WINDOWS = 2,
  77742. /**
  77743. * Samsung gear VR
  77744. */
  77745. GEAR_VR = 3,
  77746. /**
  77747. * Google Daydream
  77748. */
  77749. DAYDREAM = 4,
  77750. /**
  77751. * Generic
  77752. */
  77753. GENERIC = 5
  77754. }
  77755. /**
  77756. * Defines the MutableGamepadButton interface for the state of a gamepad button
  77757. */
  77758. export interface MutableGamepadButton {
  77759. /**
  77760. * Value of the button/trigger
  77761. */
  77762. value: number;
  77763. /**
  77764. * If the button/trigger is currently touched
  77765. */
  77766. touched: boolean;
  77767. /**
  77768. * If the button/trigger is currently pressed
  77769. */
  77770. pressed: boolean;
  77771. }
  77772. /**
  77773. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  77774. * @hidden
  77775. */
  77776. export interface ExtendedGamepadButton extends GamepadButton {
  77777. /**
  77778. * If the button/trigger is currently pressed
  77779. */
  77780. readonly pressed: boolean;
  77781. /**
  77782. * If the button/trigger is currently touched
  77783. */
  77784. readonly touched: boolean;
  77785. /**
  77786. * Value of the button/trigger
  77787. */
  77788. readonly value: number;
  77789. }
  77790. /** @hidden */
  77791. export interface _GamePadFactory {
  77792. /**
  77793. * Returns wether or not the current gamepad can be created for this type of controller.
  77794. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77795. * @returns true if it can be created, otherwise false
  77796. */
  77797. canCreate(gamepadInfo: any): boolean;
  77798. /**
  77799. * Creates a new instance of the Gamepad.
  77800. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77801. * @returns the new gamepad instance
  77802. */
  77803. create(gamepadInfo: any): Gamepad;
  77804. }
  77805. /**
  77806. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77807. */
  77808. export class PoseEnabledControllerHelper {
  77809. /** @hidden */
  77810. static _ControllerFactories: _GamePadFactory[];
  77811. /** @hidden */
  77812. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  77813. /**
  77814. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77815. * @param vrGamepad the gamepad to initialized
  77816. * @returns a vr controller of the type the gamepad identified as
  77817. */
  77818. static InitiateController(vrGamepad: any): Gamepad;
  77819. }
  77820. /**
  77821. * Defines the PoseEnabledController object that contains state of a vr capable controller
  77822. */
  77823. export class PoseEnabledController extends Gamepad implements PoseControlled {
  77824. /**
  77825. * If the controller is used in a webXR session
  77826. */
  77827. isXR: boolean;
  77828. private _deviceRoomPosition;
  77829. private _deviceRoomRotationQuaternion;
  77830. /**
  77831. * The device position in babylon space
  77832. */
  77833. devicePosition: Vector3;
  77834. /**
  77835. * The device rotation in babylon space
  77836. */
  77837. deviceRotationQuaternion: Quaternion;
  77838. /**
  77839. * The scale factor of the device in babylon space
  77840. */
  77841. deviceScaleFactor: number;
  77842. /**
  77843. * (Likely devicePosition should be used instead) The device position in its room space
  77844. */
  77845. position: Vector3;
  77846. /**
  77847. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  77848. */
  77849. rotationQuaternion: Quaternion;
  77850. /**
  77851. * The type of controller (Eg. Windows mixed reality)
  77852. */
  77853. controllerType: PoseEnabledControllerType;
  77854. protected _calculatedPosition: Vector3;
  77855. private _calculatedRotation;
  77856. /**
  77857. * The raw pose from the device
  77858. */
  77859. rawPose: DevicePose;
  77860. private _trackPosition;
  77861. private _maxRotationDistFromHeadset;
  77862. private _draggedRoomRotation;
  77863. /**
  77864. * @hidden
  77865. */
  77866. _disableTrackPosition(fixedPosition: Vector3): void;
  77867. /**
  77868. * Internal, the mesh attached to the controller
  77869. * @hidden
  77870. */
  77871. _mesh: Nullable<AbstractMesh>;
  77872. private _poseControlledCamera;
  77873. private _leftHandSystemQuaternion;
  77874. /**
  77875. * Internal, matrix used to convert room space to babylon space
  77876. * @hidden
  77877. */
  77878. _deviceToWorld: Matrix;
  77879. /**
  77880. * Node to be used when casting a ray from the controller
  77881. * @hidden
  77882. */
  77883. _pointingPoseNode: Nullable<TransformNode>;
  77884. /**
  77885. * Name of the child mesh that can be used to cast a ray from the controller
  77886. */
  77887. static readonly POINTING_POSE: string;
  77888. /**
  77889. * Creates a new PoseEnabledController from a gamepad
  77890. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  77891. */
  77892. constructor(browserGamepad: any);
  77893. private _workingMatrix;
  77894. /**
  77895. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  77896. */
  77897. update(): void;
  77898. /**
  77899. * Updates only the pose device and mesh without doing any button event checking
  77900. */
  77901. protected _updatePoseAndMesh(): void;
  77902. /**
  77903. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  77904. * @param poseData raw pose fromthe device
  77905. */
  77906. updateFromDevice(poseData: DevicePose): void;
  77907. /**
  77908. * @hidden
  77909. */
  77910. _meshAttachedObservable: Observable<AbstractMesh>;
  77911. /**
  77912. * Attaches a mesh to the controller
  77913. * @param mesh the mesh to be attached
  77914. */
  77915. attachToMesh(mesh: AbstractMesh): void;
  77916. /**
  77917. * Attaches the controllers mesh to a camera
  77918. * @param camera the camera the mesh should be attached to
  77919. */
  77920. attachToPoseControlledCamera(camera: TargetCamera): void;
  77921. /**
  77922. * Disposes of the controller
  77923. */
  77924. dispose(): void;
  77925. /**
  77926. * The mesh that is attached to the controller
  77927. */
  77928. readonly mesh: Nullable<AbstractMesh>;
  77929. /**
  77930. * Gets the ray of the controller in the direction the controller is pointing
  77931. * @param length the length the resulting ray should be
  77932. * @returns a ray in the direction the controller is pointing
  77933. */
  77934. getForwardRay(length?: number): Ray;
  77935. }
  77936. }
  77937. declare module BABYLON {
  77938. /**
  77939. * Defines the WebVRController object that represents controllers tracked in 3D space
  77940. */
  77941. export abstract class WebVRController extends PoseEnabledController {
  77942. /**
  77943. * Internal, the default controller model for the controller
  77944. */
  77945. protected _defaultModel: AbstractMesh;
  77946. /**
  77947. * Fired when the trigger state has changed
  77948. */
  77949. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  77950. /**
  77951. * Fired when the main button state has changed
  77952. */
  77953. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77954. /**
  77955. * Fired when the secondary button state has changed
  77956. */
  77957. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77958. /**
  77959. * Fired when the pad state has changed
  77960. */
  77961. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  77962. /**
  77963. * Fired when controllers stick values have changed
  77964. */
  77965. onPadValuesChangedObservable: Observable<StickValues>;
  77966. /**
  77967. * Array of button availible on the controller
  77968. */
  77969. protected _buttons: Array<MutableGamepadButton>;
  77970. private _onButtonStateChange;
  77971. /**
  77972. * Fired when a controller button's state has changed
  77973. * @param callback the callback containing the button that was modified
  77974. */
  77975. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  77976. /**
  77977. * X and Y axis corresponding to the controllers joystick
  77978. */
  77979. pad: StickValues;
  77980. /**
  77981. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  77982. */
  77983. hand: string;
  77984. /**
  77985. * The default controller model for the controller
  77986. */
  77987. readonly defaultModel: AbstractMesh;
  77988. /**
  77989. * Creates a new WebVRController from a gamepad
  77990. * @param vrGamepad the gamepad that the WebVRController should be created from
  77991. */
  77992. constructor(vrGamepad: any);
  77993. /**
  77994. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  77995. */
  77996. update(): void;
  77997. /**
  77998. * Function to be called when a button is modified
  77999. */
  78000. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78001. /**
  78002. * Loads a mesh and attaches it to the controller
  78003. * @param scene the scene the mesh should be added to
  78004. * @param meshLoaded callback for when the mesh has been loaded
  78005. */
  78006. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78007. private _setButtonValue;
  78008. private _changes;
  78009. private _checkChanges;
  78010. /**
  78011. * Disposes of th webVRCOntroller
  78012. */
  78013. dispose(): void;
  78014. }
  78015. }
  78016. declare module BABYLON {
  78017. /**
  78018. * The HemisphericLight simulates the ambient environment light,
  78019. * so the passed direction is the light reflection direction, not the incoming direction.
  78020. */
  78021. export class HemisphericLight extends Light {
  78022. /**
  78023. * The groundColor is the light in the opposite direction to the one specified during creation.
  78024. * 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.
  78025. */
  78026. groundColor: Color3;
  78027. /**
  78028. * The light reflection direction, not the incoming direction.
  78029. */
  78030. direction: Vector3;
  78031. /**
  78032. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78033. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78034. * The HemisphericLight can't cast shadows.
  78035. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78036. * @param name The friendly name of the light
  78037. * @param direction The direction of the light reflection
  78038. * @param scene The scene the light belongs to
  78039. */
  78040. constructor(name: string, direction: Vector3, scene: Scene);
  78041. protected _buildUniformLayout(): void;
  78042. /**
  78043. * Returns the string "HemisphericLight".
  78044. * @return The class name
  78045. */
  78046. getClassName(): string;
  78047. /**
  78048. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78049. * Returns the updated direction.
  78050. * @param target The target the direction should point to
  78051. * @return The computed direction
  78052. */
  78053. setDirectionToTarget(target: Vector3): Vector3;
  78054. /**
  78055. * Returns the shadow generator associated to the light.
  78056. * @returns Always null for hemispheric lights because it does not support shadows.
  78057. */
  78058. getShadowGenerator(): Nullable<IShadowGenerator>;
  78059. /**
  78060. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78061. * @param effect The effect to update
  78062. * @param lightIndex The index of the light in the effect to update
  78063. * @returns The hemispheric light
  78064. */
  78065. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78066. /**
  78067. * Computes the world matrix of the node
  78068. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78069. * @param useWasUpdatedFlag defines a reserved property
  78070. * @returns the world matrix
  78071. */
  78072. computeWorldMatrix(): Matrix;
  78073. /**
  78074. * Returns the integer 3.
  78075. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78076. */
  78077. getTypeID(): number;
  78078. /**
  78079. * Prepares the list of defines specific to the light type.
  78080. * @param defines the list of defines
  78081. * @param lightIndex defines the index of the light for the effect
  78082. */
  78083. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78084. }
  78085. }
  78086. declare module BABYLON {
  78087. /** @hidden */
  78088. export var vrMultiviewToSingleviewPixelShader: {
  78089. name: string;
  78090. shader: string;
  78091. };
  78092. }
  78093. declare module BABYLON {
  78094. /**
  78095. * Renders to multiple views with a single draw call
  78096. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78097. */
  78098. export class MultiviewRenderTarget extends RenderTargetTexture {
  78099. /**
  78100. * Creates a multiview render target
  78101. * @param scene scene used with the render target
  78102. * @param size the size of the render target (used for each view)
  78103. */
  78104. constructor(scene: Scene, size?: number | {
  78105. width: number;
  78106. height: number;
  78107. } | {
  78108. ratio: number;
  78109. });
  78110. /**
  78111. * @hidden
  78112. * @param faceIndex the face index, if its a cube texture
  78113. */
  78114. _bindFrameBuffer(faceIndex?: number): void;
  78115. /**
  78116. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78117. * @returns the view count
  78118. */
  78119. getViewCount(): number;
  78120. }
  78121. }
  78122. declare module BABYLON {
  78123. /**
  78124. * Reprasents a camera frustum
  78125. */
  78126. export class Frustum {
  78127. /**
  78128. * Gets the planes representing the frustum
  78129. * @param transform matrix to be applied to the returned planes
  78130. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78131. */
  78132. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78133. /**
  78134. * Gets the near frustum plane transformed by the transform matrix
  78135. * @param transform transformation matrix to be applied to the resulting frustum plane
  78136. * @param frustumPlane the resuling frustum plane
  78137. */
  78138. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78139. /**
  78140. * Gets the far frustum plane transformed by the transform matrix
  78141. * @param transform transformation matrix to be applied to the resulting frustum plane
  78142. * @param frustumPlane the resuling frustum plane
  78143. */
  78144. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78145. /**
  78146. * Gets the left frustum plane transformed by the transform matrix
  78147. * @param transform transformation matrix to be applied to the resulting frustum plane
  78148. * @param frustumPlane the resuling frustum plane
  78149. */
  78150. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78151. /**
  78152. * Gets the right frustum plane transformed by the transform matrix
  78153. * @param transform transformation matrix to be applied to the resulting frustum plane
  78154. * @param frustumPlane the resuling frustum plane
  78155. */
  78156. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78157. /**
  78158. * Gets the top frustum plane transformed by the transform matrix
  78159. * @param transform transformation matrix to be applied to the resulting frustum plane
  78160. * @param frustumPlane the resuling frustum plane
  78161. */
  78162. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78163. /**
  78164. * Gets the bottom frustum plane transformed by the transform matrix
  78165. * @param transform transformation matrix to be applied to the resulting frustum plane
  78166. * @param frustumPlane the resuling frustum plane
  78167. */
  78168. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78169. /**
  78170. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78171. * @param transform transformation matrix to be applied to the resulting frustum planes
  78172. * @param frustumPlanes the resuling frustum planes
  78173. */
  78174. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78175. }
  78176. }
  78177. declare module BABYLON {
  78178. interface Engine {
  78179. /**
  78180. * Creates a new multiview render target
  78181. * @param width defines the width of the texture
  78182. * @param height defines the height of the texture
  78183. * @returns the created multiview texture
  78184. */
  78185. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78186. /**
  78187. * Binds a multiview framebuffer to be drawn to
  78188. * @param multiviewTexture texture to bind
  78189. */
  78190. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78191. }
  78192. interface Camera {
  78193. /**
  78194. * @hidden
  78195. * 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)
  78196. */
  78197. _useMultiviewToSingleView: boolean;
  78198. /**
  78199. * @hidden
  78200. * 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)
  78201. */
  78202. _multiviewTexture: Nullable<RenderTargetTexture>;
  78203. /**
  78204. * @hidden
  78205. * ensures the multiview texture of the camera exists and has the specified width/height
  78206. * @param width height to set on the multiview texture
  78207. * @param height width to set on the multiview texture
  78208. */
  78209. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78210. }
  78211. interface Scene {
  78212. /** @hidden */
  78213. _transformMatrixR: Matrix;
  78214. /** @hidden */
  78215. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78216. /** @hidden */
  78217. _createMultiviewUbo(): void;
  78218. /** @hidden */
  78219. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78220. /** @hidden */
  78221. _renderMultiviewToSingleView(camera: Camera): void;
  78222. }
  78223. }
  78224. declare module BABYLON {
  78225. /**
  78226. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78227. * This will not be used for webXR as it supports displaying texture arrays directly
  78228. */
  78229. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78230. /**
  78231. * Initializes a VRMultiviewToSingleview
  78232. * @param name name of the post process
  78233. * @param camera camera to be applied to
  78234. * @param scaleFactor scaling factor to the size of the output texture
  78235. */
  78236. constructor(name: string, camera: Camera, scaleFactor: number);
  78237. }
  78238. }
  78239. declare module BABYLON {
  78240. interface Engine {
  78241. /** @hidden */
  78242. _vrDisplay: any;
  78243. /** @hidden */
  78244. _vrSupported: boolean;
  78245. /** @hidden */
  78246. _oldSize: Size;
  78247. /** @hidden */
  78248. _oldHardwareScaleFactor: number;
  78249. /** @hidden */
  78250. _vrExclusivePointerMode: boolean;
  78251. /** @hidden */
  78252. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78253. /** @hidden */
  78254. _onVRDisplayPointerRestricted: () => void;
  78255. /** @hidden */
  78256. _onVRDisplayPointerUnrestricted: () => void;
  78257. /** @hidden */
  78258. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78259. /** @hidden */
  78260. _onVrDisplayDisconnect: Nullable<() => void>;
  78261. /** @hidden */
  78262. _onVrDisplayPresentChange: Nullable<() => void>;
  78263. /**
  78264. * Observable signaled when VR display mode changes
  78265. */
  78266. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78267. /**
  78268. * Observable signaled when VR request present is complete
  78269. */
  78270. onVRRequestPresentComplete: Observable<boolean>;
  78271. /**
  78272. * Observable signaled when VR request present starts
  78273. */
  78274. onVRRequestPresentStart: Observable<Engine>;
  78275. /**
  78276. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78277. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78278. */
  78279. isInVRExclusivePointerMode: boolean;
  78280. /**
  78281. * Gets a boolean indicating if a webVR device was detected
  78282. * @returns true if a webVR device was detected
  78283. */
  78284. isVRDevicePresent(): boolean;
  78285. /**
  78286. * Gets the current webVR device
  78287. * @returns the current webVR device (or null)
  78288. */
  78289. getVRDevice(): any;
  78290. /**
  78291. * Initializes a webVR display and starts listening to display change events
  78292. * The onVRDisplayChangedObservable will be notified upon these changes
  78293. * @returns A promise containing a VRDisplay and if vr is supported
  78294. */
  78295. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78296. /** @hidden */
  78297. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78298. /**
  78299. * Call this function to switch to webVR mode
  78300. * Will do nothing if webVR is not supported or if there is no webVR device
  78301. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78302. */
  78303. enableVR(): void;
  78304. /** @hidden */
  78305. _onVRFullScreenTriggered(): void;
  78306. }
  78307. }
  78308. declare module BABYLON {
  78309. /**
  78310. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78311. * IMPORTANT!! The data is right-hand data.
  78312. * @export
  78313. * @interface DevicePose
  78314. */
  78315. export interface DevicePose {
  78316. /**
  78317. * The position of the device, values in array are [x,y,z].
  78318. */
  78319. readonly position: Nullable<Float32Array>;
  78320. /**
  78321. * The linearVelocity of the device, values in array are [x,y,z].
  78322. */
  78323. readonly linearVelocity: Nullable<Float32Array>;
  78324. /**
  78325. * The linearAcceleration of the device, values in array are [x,y,z].
  78326. */
  78327. readonly linearAcceleration: Nullable<Float32Array>;
  78328. /**
  78329. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78330. */
  78331. readonly orientation: Nullable<Float32Array>;
  78332. /**
  78333. * The angularVelocity of the device, values in array are [x,y,z].
  78334. */
  78335. readonly angularVelocity: Nullable<Float32Array>;
  78336. /**
  78337. * The angularAcceleration of the device, values in array are [x,y,z].
  78338. */
  78339. readonly angularAcceleration: Nullable<Float32Array>;
  78340. }
  78341. /**
  78342. * Interface representing a pose controlled object in Babylon.
  78343. * A pose controlled object has both regular pose values as well as pose values
  78344. * from an external device such as a VR head mounted display
  78345. */
  78346. export interface PoseControlled {
  78347. /**
  78348. * The position of the object in babylon space.
  78349. */
  78350. position: Vector3;
  78351. /**
  78352. * The rotation quaternion of the object in babylon space.
  78353. */
  78354. rotationQuaternion: Quaternion;
  78355. /**
  78356. * The position of the device in babylon space.
  78357. */
  78358. devicePosition?: Vector3;
  78359. /**
  78360. * The rotation quaternion of the device in babylon space.
  78361. */
  78362. deviceRotationQuaternion: Quaternion;
  78363. /**
  78364. * The raw pose coming from the device.
  78365. */
  78366. rawPose: Nullable<DevicePose>;
  78367. /**
  78368. * The scale of the device to be used when translating from device space to babylon space.
  78369. */
  78370. deviceScaleFactor: number;
  78371. /**
  78372. * Updates the poseControlled values based on the input device pose.
  78373. * @param poseData the pose data to update the object with
  78374. */
  78375. updateFromDevice(poseData: DevicePose): void;
  78376. }
  78377. /**
  78378. * Set of options to customize the webVRCamera
  78379. */
  78380. export interface WebVROptions {
  78381. /**
  78382. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78383. */
  78384. trackPosition?: boolean;
  78385. /**
  78386. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78387. */
  78388. positionScale?: number;
  78389. /**
  78390. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78391. */
  78392. displayName?: string;
  78393. /**
  78394. * Should the native controller meshes be initialized. (default: true)
  78395. */
  78396. controllerMeshes?: boolean;
  78397. /**
  78398. * Creating a default HemiLight only on controllers. (default: true)
  78399. */
  78400. defaultLightingOnControllers?: boolean;
  78401. /**
  78402. * If you don't want to use the default VR button of the helper. (default: false)
  78403. */
  78404. useCustomVRButton?: boolean;
  78405. /**
  78406. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78407. */
  78408. customVRButton?: HTMLButtonElement;
  78409. /**
  78410. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78411. */
  78412. rayLength?: number;
  78413. /**
  78414. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78415. */
  78416. defaultHeight?: number;
  78417. /**
  78418. * If multiview should be used if availible (default: false)
  78419. */
  78420. useMultiview?: boolean;
  78421. }
  78422. /**
  78423. * This represents a WebVR camera.
  78424. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78425. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78426. */
  78427. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78428. private webVROptions;
  78429. /**
  78430. * @hidden
  78431. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78432. */
  78433. _vrDevice: any;
  78434. /**
  78435. * The rawPose of the vrDevice.
  78436. */
  78437. rawPose: Nullable<DevicePose>;
  78438. private _onVREnabled;
  78439. private _specsVersion;
  78440. private _attached;
  78441. private _frameData;
  78442. protected _descendants: Array<Node>;
  78443. private _deviceRoomPosition;
  78444. /** @hidden */
  78445. _deviceRoomRotationQuaternion: Quaternion;
  78446. private _standingMatrix;
  78447. /**
  78448. * Represents device position in babylon space.
  78449. */
  78450. devicePosition: Vector3;
  78451. /**
  78452. * Represents device rotation in babylon space.
  78453. */
  78454. deviceRotationQuaternion: Quaternion;
  78455. /**
  78456. * The scale of the device to be used when translating from device space to babylon space.
  78457. */
  78458. deviceScaleFactor: number;
  78459. private _deviceToWorld;
  78460. private _worldToDevice;
  78461. /**
  78462. * References to the webVR controllers for the vrDevice.
  78463. */
  78464. controllers: Array<WebVRController>;
  78465. /**
  78466. * Emits an event when a controller is attached.
  78467. */
  78468. onControllersAttachedObservable: Observable<WebVRController[]>;
  78469. /**
  78470. * Emits an event when a controller's mesh has been loaded;
  78471. */
  78472. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78473. /**
  78474. * Emits an event when the HMD's pose has been updated.
  78475. */
  78476. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78477. private _poseSet;
  78478. /**
  78479. * If the rig cameras be used as parent instead of this camera.
  78480. */
  78481. rigParenting: boolean;
  78482. private _lightOnControllers;
  78483. private _defaultHeight?;
  78484. /**
  78485. * Instantiates a WebVRFreeCamera.
  78486. * @param name The name of the WebVRFreeCamera
  78487. * @param position The starting anchor position for the camera
  78488. * @param scene The scene the camera belongs to
  78489. * @param webVROptions a set of customizable options for the webVRCamera
  78490. */
  78491. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78492. /**
  78493. * Gets the device distance from the ground in meters.
  78494. * @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.
  78495. */
  78496. deviceDistanceToRoomGround(): number;
  78497. /**
  78498. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78499. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78500. */
  78501. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78502. /**
  78503. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78504. * @returns A promise with a boolean set to if the standing matrix is supported.
  78505. */
  78506. useStandingMatrixAsync(): Promise<boolean>;
  78507. /**
  78508. * Disposes the camera
  78509. */
  78510. dispose(): void;
  78511. /**
  78512. * Gets a vrController by name.
  78513. * @param name The name of the controller to retreive
  78514. * @returns the controller matching the name specified or null if not found
  78515. */
  78516. getControllerByName(name: string): Nullable<WebVRController>;
  78517. private _leftController;
  78518. /**
  78519. * The controller corresponding to the users left hand.
  78520. */
  78521. readonly leftController: Nullable<WebVRController>;
  78522. private _rightController;
  78523. /**
  78524. * The controller corresponding to the users right hand.
  78525. */
  78526. readonly rightController: Nullable<WebVRController>;
  78527. /**
  78528. * Casts a ray forward from the vrCamera's gaze.
  78529. * @param length Length of the ray (default: 100)
  78530. * @returns the ray corresponding to the gaze
  78531. */
  78532. getForwardRay(length?: number): Ray;
  78533. /**
  78534. * @hidden
  78535. * Updates the camera based on device's frame data
  78536. */
  78537. _checkInputs(): void;
  78538. /**
  78539. * Updates the poseControlled values based on the input device pose.
  78540. * @param poseData Pose coming from the device
  78541. */
  78542. updateFromDevice(poseData: DevicePose): void;
  78543. private _htmlElementAttached;
  78544. private _detachIfAttached;
  78545. /**
  78546. * WebVR's attach control will start broadcasting frames to the device.
  78547. * Note that in certain browsers (chrome for example) this function must be called
  78548. * within a user-interaction callback. Example:
  78549. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78550. *
  78551. * @param element html element to attach the vrDevice to
  78552. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78553. */
  78554. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78555. /**
  78556. * Detaches the camera from the html element and disables VR
  78557. *
  78558. * @param element html element to detach from
  78559. */
  78560. detachControl(element: HTMLElement): void;
  78561. /**
  78562. * @returns the name of this class
  78563. */
  78564. getClassName(): string;
  78565. /**
  78566. * Calls resetPose on the vrDisplay
  78567. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78568. */
  78569. resetToCurrentRotation(): void;
  78570. /**
  78571. * @hidden
  78572. * Updates the rig cameras (left and right eye)
  78573. */
  78574. _updateRigCameras(): void;
  78575. private _workingVector;
  78576. private _oneVector;
  78577. private _workingMatrix;
  78578. private updateCacheCalled;
  78579. private _correctPositionIfNotTrackPosition;
  78580. /**
  78581. * @hidden
  78582. * Updates the cached values of the camera
  78583. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78584. */
  78585. _updateCache(ignoreParentClass?: boolean): void;
  78586. /**
  78587. * @hidden
  78588. * Get current device position in babylon world
  78589. */
  78590. _computeDevicePosition(): void;
  78591. /**
  78592. * Updates the current device position and rotation in the babylon world
  78593. */
  78594. update(): void;
  78595. /**
  78596. * @hidden
  78597. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78598. * @returns an identity matrix
  78599. */
  78600. _getViewMatrix(): Matrix;
  78601. private _tmpMatrix;
  78602. /**
  78603. * This function is called by the two RIG cameras.
  78604. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78605. * @hidden
  78606. */
  78607. _getWebVRViewMatrix(): Matrix;
  78608. /** @hidden */
  78609. _getWebVRProjectionMatrix(): Matrix;
  78610. private _onGamepadConnectedObserver;
  78611. private _onGamepadDisconnectedObserver;
  78612. private _updateCacheWhenTrackingDisabledObserver;
  78613. /**
  78614. * Initializes the controllers and their meshes
  78615. */
  78616. initControllers(): void;
  78617. }
  78618. }
  78619. declare module BABYLON {
  78620. /**
  78621. * Size options for a post process
  78622. */
  78623. export type PostProcessOptions = {
  78624. width: number;
  78625. height: number;
  78626. };
  78627. /**
  78628. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78629. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78630. */
  78631. export class PostProcess {
  78632. /** Name of the PostProcess. */
  78633. name: string;
  78634. /**
  78635. * Gets or sets the unique id of the post process
  78636. */
  78637. uniqueId: number;
  78638. /**
  78639. * Width of the texture to apply the post process on
  78640. */
  78641. width: number;
  78642. /**
  78643. * Height of the texture to apply the post process on
  78644. */
  78645. height: number;
  78646. /**
  78647. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78648. * @hidden
  78649. */
  78650. _outputTexture: Nullable<InternalTexture>;
  78651. /**
  78652. * Sampling mode used by the shader
  78653. * See https://doc.babylonjs.com/classes/3.1/texture
  78654. */
  78655. renderTargetSamplingMode: number;
  78656. /**
  78657. * Clear color to use when screen clearing
  78658. */
  78659. clearColor: Color4;
  78660. /**
  78661. * If the buffer needs to be cleared before applying the post process. (default: true)
  78662. * Should be set to false if shader will overwrite all previous pixels.
  78663. */
  78664. autoClear: boolean;
  78665. /**
  78666. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78667. */
  78668. alphaMode: number;
  78669. /**
  78670. * Sets the setAlphaBlendConstants of the babylon engine
  78671. */
  78672. alphaConstants: Color4;
  78673. /**
  78674. * Animations to be used for the post processing
  78675. */
  78676. animations: Animation[];
  78677. /**
  78678. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78679. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78680. */
  78681. enablePixelPerfectMode: boolean;
  78682. /**
  78683. * Force the postprocess to be applied without taking in account viewport
  78684. */
  78685. forceFullscreenViewport: boolean;
  78686. /**
  78687. * List of inspectable custom properties (used by the Inspector)
  78688. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78689. */
  78690. inspectableCustomProperties: IInspectable[];
  78691. /**
  78692. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78693. *
  78694. * | Value | Type | Description |
  78695. * | ----- | ----------------------------------- | ----------- |
  78696. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78697. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78698. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78699. *
  78700. */
  78701. scaleMode: number;
  78702. /**
  78703. * Force textures to be a power of two (default: false)
  78704. */
  78705. alwaysForcePOT: boolean;
  78706. private _samples;
  78707. /**
  78708. * Number of sample textures (default: 1)
  78709. */
  78710. samples: number;
  78711. /**
  78712. * Modify the scale of the post process to be the same as the viewport (default: false)
  78713. */
  78714. adaptScaleToCurrentViewport: boolean;
  78715. private _camera;
  78716. private _scene;
  78717. private _engine;
  78718. private _options;
  78719. private _reusable;
  78720. private _textureType;
  78721. /**
  78722. * Smart array of input and output textures for the post process.
  78723. * @hidden
  78724. */
  78725. _textures: SmartArray<InternalTexture>;
  78726. /**
  78727. * The index in _textures that corresponds to the output texture.
  78728. * @hidden
  78729. */
  78730. _currentRenderTextureInd: number;
  78731. private _effect;
  78732. private _samplers;
  78733. private _fragmentUrl;
  78734. private _vertexUrl;
  78735. private _parameters;
  78736. private _scaleRatio;
  78737. protected _indexParameters: any;
  78738. private _shareOutputWithPostProcess;
  78739. private _texelSize;
  78740. private _forcedOutputTexture;
  78741. /**
  78742. * Returns the fragment url or shader name used in the post process.
  78743. * @returns the fragment url or name in the shader store.
  78744. */
  78745. getEffectName(): string;
  78746. /**
  78747. * An event triggered when the postprocess is activated.
  78748. */
  78749. onActivateObservable: Observable<Camera>;
  78750. private _onActivateObserver;
  78751. /**
  78752. * A function that is added to the onActivateObservable
  78753. */
  78754. onActivate: Nullable<(camera: Camera) => void>;
  78755. /**
  78756. * An event triggered when the postprocess changes its size.
  78757. */
  78758. onSizeChangedObservable: Observable<PostProcess>;
  78759. private _onSizeChangedObserver;
  78760. /**
  78761. * A function that is added to the onSizeChangedObservable
  78762. */
  78763. onSizeChanged: (postProcess: PostProcess) => void;
  78764. /**
  78765. * An event triggered when the postprocess applies its effect.
  78766. */
  78767. onApplyObservable: Observable<Effect>;
  78768. private _onApplyObserver;
  78769. /**
  78770. * A function that is added to the onApplyObservable
  78771. */
  78772. onApply: (effect: Effect) => void;
  78773. /**
  78774. * An event triggered before rendering the postprocess
  78775. */
  78776. onBeforeRenderObservable: Observable<Effect>;
  78777. private _onBeforeRenderObserver;
  78778. /**
  78779. * A function that is added to the onBeforeRenderObservable
  78780. */
  78781. onBeforeRender: (effect: Effect) => void;
  78782. /**
  78783. * An event triggered after rendering the postprocess
  78784. */
  78785. onAfterRenderObservable: Observable<Effect>;
  78786. private _onAfterRenderObserver;
  78787. /**
  78788. * A function that is added to the onAfterRenderObservable
  78789. */
  78790. onAfterRender: (efect: Effect) => void;
  78791. /**
  78792. * 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
  78793. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  78794. */
  78795. inputTexture: InternalTexture;
  78796. /**
  78797. * Gets the camera which post process is applied to.
  78798. * @returns The camera the post process is applied to.
  78799. */
  78800. getCamera(): Camera;
  78801. /**
  78802. * Gets the texel size of the postprocess.
  78803. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  78804. */
  78805. readonly texelSize: Vector2;
  78806. /**
  78807. * Creates a new instance PostProcess
  78808. * @param name The name of the PostProcess.
  78809. * @param fragmentUrl The url of the fragment shader to be used.
  78810. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  78811. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  78812. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78813. * @param camera The camera to apply the render pass to.
  78814. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78815. * @param engine The engine which the post process will be applied. (default: current engine)
  78816. * @param reusable If the post process can be reused on the same frame. (default: false)
  78817. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  78818. * @param textureType Type of textures used when performing the post process. (default: 0)
  78819. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  78820. * @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
  78821. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  78822. */
  78823. constructor(
  78824. /** Name of the PostProcess. */
  78825. 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);
  78826. /**
  78827. * Gets a string idenfifying the name of the class
  78828. * @returns "PostProcess" string
  78829. */
  78830. getClassName(): string;
  78831. /**
  78832. * Gets the engine which this post process belongs to.
  78833. * @returns The engine the post process was enabled with.
  78834. */
  78835. getEngine(): Engine;
  78836. /**
  78837. * The effect that is created when initializing the post process.
  78838. * @returns The created effect corresponding the the postprocess.
  78839. */
  78840. getEffect(): Effect;
  78841. /**
  78842. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  78843. * @param postProcess The post process to share the output with.
  78844. * @returns This post process.
  78845. */
  78846. shareOutputWith(postProcess: PostProcess): PostProcess;
  78847. /**
  78848. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  78849. * This should be called if the post process that shares output with this post process is disabled/disposed.
  78850. */
  78851. useOwnOutput(): void;
  78852. /**
  78853. * Updates the effect with the current post process compile time values and recompiles the shader.
  78854. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78855. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78856. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78857. * @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
  78858. * @param onCompiled Called when the shader has been compiled.
  78859. * @param onError Called if there is an error when compiling a shader.
  78860. */
  78861. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78862. /**
  78863. * The post process is reusable if it can be used multiple times within one frame.
  78864. * @returns If the post process is reusable
  78865. */
  78866. isReusable(): boolean;
  78867. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  78868. markTextureDirty(): void;
  78869. /**
  78870. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  78871. * 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.
  78872. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  78873. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  78874. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  78875. * @returns The target texture that was bound to be written to.
  78876. */
  78877. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  78878. /**
  78879. * If the post process is supported.
  78880. */
  78881. readonly isSupported: boolean;
  78882. /**
  78883. * The aspect ratio of the output texture.
  78884. */
  78885. readonly aspectRatio: number;
  78886. /**
  78887. * Get a value indicating if the post-process is ready to be used
  78888. * @returns true if the post-process is ready (shader is compiled)
  78889. */
  78890. isReady(): boolean;
  78891. /**
  78892. * Binds all textures and uniforms to the shader, this will be run on every pass.
  78893. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  78894. */
  78895. apply(): Nullable<Effect>;
  78896. private _disposeTextures;
  78897. /**
  78898. * Disposes the post process.
  78899. * @param camera The camera to dispose the post process on.
  78900. */
  78901. dispose(camera?: Camera): void;
  78902. }
  78903. }
  78904. declare module BABYLON {
  78905. /** @hidden */
  78906. export var kernelBlurVaryingDeclaration: {
  78907. name: string;
  78908. shader: string;
  78909. };
  78910. }
  78911. declare module BABYLON {
  78912. /** @hidden */
  78913. export var kernelBlurFragment: {
  78914. name: string;
  78915. shader: string;
  78916. };
  78917. }
  78918. declare module BABYLON {
  78919. /** @hidden */
  78920. export var kernelBlurFragment2: {
  78921. name: string;
  78922. shader: string;
  78923. };
  78924. }
  78925. declare module BABYLON {
  78926. /** @hidden */
  78927. export var kernelBlurPixelShader: {
  78928. name: string;
  78929. shader: string;
  78930. };
  78931. }
  78932. declare module BABYLON {
  78933. /** @hidden */
  78934. export var kernelBlurVertex: {
  78935. name: string;
  78936. shader: string;
  78937. };
  78938. }
  78939. declare module BABYLON {
  78940. /** @hidden */
  78941. export var kernelBlurVertexShader: {
  78942. name: string;
  78943. shader: string;
  78944. };
  78945. }
  78946. declare module BABYLON {
  78947. /**
  78948. * The Blur Post Process which blurs an image based on a kernel and direction.
  78949. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  78950. */
  78951. export class BlurPostProcess extends PostProcess {
  78952. /** The direction in which to blur the image. */
  78953. direction: Vector2;
  78954. private blockCompilation;
  78955. protected _kernel: number;
  78956. protected _idealKernel: number;
  78957. protected _packedFloat: boolean;
  78958. private _staticDefines;
  78959. /**
  78960. * Sets the length in pixels of the blur sample region
  78961. */
  78962. /**
  78963. * Gets the length in pixels of the blur sample region
  78964. */
  78965. kernel: number;
  78966. /**
  78967. * Sets wether or not the blur needs to unpack/repack floats
  78968. */
  78969. /**
  78970. * Gets wether or not the blur is unpacking/repacking floats
  78971. */
  78972. packedFloat: boolean;
  78973. /**
  78974. * Creates a new instance BlurPostProcess
  78975. * @param name The name of the effect.
  78976. * @param direction The direction in which to blur the image.
  78977. * @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.
  78978. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78979. * @param camera The camera to apply the render pass to.
  78980. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78981. * @param engine The engine which the post process will be applied. (default: current engine)
  78982. * @param reusable If the post process can be reused on the same frame. (default: false)
  78983. * @param textureType Type of textures used when performing the post process. (default: 0)
  78984. * @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)
  78985. */
  78986. constructor(name: string,
  78987. /** The direction in which to blur the image. */
  78988. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  78989. /**
  78990. * Updates the effect with the current post process compile time values and recompiles the shader.
  78991. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78992. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78993. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78994. * @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
  78995. * @param onCompiled Called when the shader has been compiled.
  78996. * @param onError Called if there is an error when compiling a shader.
  78997. */
  78998. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78999. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79000. /**
  79001. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79002. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79003. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79004. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79005. * The gaps between physical kernels are compensated for in the weighting of the samples
  79006. * @param idealKernel Ideal blur kernel.
  79007. * @return Nearest best kernel.
  79008. */
  79009. protected _nearestBestKernel(idealKernel: number): number;
  79010. /**
  79011. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79012. * @param x The point on the Gaussian distribution to sample.
  79013. * @return the value of the Gaussian function at x.
  79014. */
  79015. protected _gaussianWeight(x: number): number;
  79016. /**
  79017. * Generates a string that can be used as a floating point number in GLSL.
  79018. * @param x Value to print.
  79019. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79020. * @return GLSL float string.
  79021. */
  79022. protected _glslFloat(x: number, decimalFigures?: number): string;
  79023. }
  79024. }
  79025. declare module BABYLON {
  79026. /**
  79027. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79028. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79029. * You can then easily use it as a reflectionTexture on a flat surface.
  79030. * In case the surface is not a plane, please consider relying on reflection probes.
  79031. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79032. */
  79033. export class MirrorTexture extends RenderTargetTexture {
  79034. private scene;
  79035. /**
  79036. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79037. * 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.
  79038. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79039. */
  79040. mirrorPlane: Plane;
  79041. /**
  79042. * Define the blur ratio used to blur the reflection if needed.
  79043. */
  79044. blurRatio: number;
  79045. /**
  79046. * Define the adaptive blur kernel used to blur the reflection if needed.
  79047. * This will autocompute the closest best match for the `blurKernel`
  79048. */
  79049. adaptiveBlurKernel: number;
  79050. /**
  79051. * Define the blur kernel used to blur the reflection if needed.
  79052. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79053. */
  79054. blurKernel: number;
  79055. /**
  79056. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79057. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79058. */
  79059. blurKernelX: number;
  79060. /**
  79061. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79062. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79063. */
  79064. blurKernelY: number;
  79065. private _autoComputeBlurKernel;
  79066. protected _onRatioRescale(): void;
  79067. private _updateGammaSpace;
  79068. private _imageProcessingConfigChangeObserver;
  79069. private _transformMatrix;
  79070. private _mirrorMatrix;
  79071. private _savedViewMatrix;
  79072. private _blurX;
  79073. private _blurY;
  79074. private _adaptiveBlurKernel;
  79075. private _blurKernelX;
  79076. private _blurKernelY;
  79077. private _blurRatio;
  79078. /**
  79079. * Instantiates a Mirror Texture.
  79080. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79081. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79082. * You can then easily use it as a reflectionTexture on a flat surface.
  79083. * In case the surface is not a plane, please consider relying on reflection probes.
  79084. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79085. * @param name
  79086. * @param size
  79087. * @param scene
  79088. * @param generateMipMaps
  79089. * @param type
  79090. * @param samplingMode
  79091. * @param generateDepthBuffer
  79092. */
  79093. constructor(name: string, size: number | {
  79094. width: number;
  79095. height: number;
  79096. } | {
  79097. ratio: number;
  79098. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79099. private _preparePostProcesses;
  79100. /**
  79101. * Clone the mirror texture.
  79102. * @returns the cloned texture
  79103. */
  79104. clone(): MirrorTexture;
  79105. /**
  79106. * Serialize the texture to a JSON representation you could use in Parse later on
  79107. * @returns the serialized JSON representation
  79108. */
  79109. serialize(): any;
  79110. /**
  79111. * Dispose the texture and release its associated resources.
  79112. */
  79113. dispose(): void;
  79114. }
  79115. }
  79116. declare module BABYLON {
  79117. /**
  79118. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79119. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79120. */
  79121. export class Texture extends BaseTexture {
  79122. /** @hidden */
  79123. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79124. /** @hidden */
  79125. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79126. /** @hidden */
  79127. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79128. /** nearest is mag = nearest and min = nearest and mip = linear */
  79129. static readonly NEAREST_SAMPLINGMODE: number;
  79130. /** nearest is mag = nearest and min = nearest and mip = linear */
  79131. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79132. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79133. static readonly BILINEAR_SAMPLINGMODE: number;
  79134. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79135. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79136. /** Trilinear is mag = linear and min = linear and mip = linear */
  79137. static readonly TRILINEAR_SAMPLINGMODE: number;
  79138. /** Trilinear is mag = linear and min = linear and mip = linear */
  79139. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79140. /** mag = nearest and min = nearest and mip = nearest */
  79141. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79142. /** mag = nearest and min = linear and mip = nearest */
  79143. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79144. /** mag = nearest and min = linear and mip = linear */
  79145. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79146. /** mag = nearest and min = linear and mip = none */
  79147. static readonly NEAREST_LINEAR: number;
  79148. /** mag = nearest and min = nearest and mip = none */
  79149. static readonly NEAREST_NEAREST: number;
  79150. /** mag = linear and min = nearest and mip = nearest */
  79151. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79152. /** mag = linear and min = nearest and mip = linear */
  79153. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79154. /** mag = linear and min = linear and mip = none */
  79155. static readonly LINEAR_LINEAR: number;
  79156. /** mag = linear and min = nearest and mip = none */
  79157. static readonly LINEAR_NEAREST: number;
  79158. /** Explicit coordinates mode */
  79159. static readonly EXPLICIT_MODE: number;
  79160. /** Spherical coordinates mode */
  79161. static readonly SPHERICAL_MODE: number;
  79162. /** Planar coordinates mode */
  79163. static readonly PLANAR_MODE: number;
  79164. /** Cubic coordinates mode */
  79165. static readonly CUBIC_MODE: number;
  79166. /** Projection coordinates mode */
  79167. static readonly PROJECTION_MODE: number;
  79168. /** Inverse Cubic coordinates mode */
  79169. static readonly SKYBOX_MODE: number;
  79170. /** Inverse Cubic coordinates mode */
  79171. static readonly INVCUBIC_MODE: number;
  79172. /** Equirectangular coordinates mode */
  79173. static readonly EQUIRECTANGULAR_MODE: number;
  79174. /** Equirectangular Fixed coordinates mode */
  79175. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79176. /** Equirectangular Fixed Mirrored coordinates mode */
  79177. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79178. /** Texture is not repeating outside of 0..1 UVs */
  79179. static readonly CLAMP_ADDRESSMODE: number;
  79180. /** Texture is repeating outside of 0..1 UVs */
  79181. static readonly WRAP_ADDRESSMODE: number;
  79182. /** Texture is repeating and mirrored */
  79183. static readonly MIRROR_ADDRESSMODE: number;
  79184. /**
  79185. * 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
  79186. */
  79187. static UseSerializedUrlIfAny: boolean;
  79188. /**
  79189. * Define the url of the texture.
  79190. */
  79191. url: Nullable<string>;
  79192. /**
  79193. * Define an offset on the texture to offset the u coordinates of the UVs
  79194. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79195. */
  79196. uOffset: number;
  79197. /**
  79198. * Define an offset on the texture to offset the v coordinates of the UVs
  79199. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79200. */
  79201. vOffset: number;
  79202. /**
  79203. * Define an offset on the texture to scale the u coordinates of the UVs
  79204. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79205. */
  79206. uScale: number;
  79207. /**
  79208. * Define an offset on the texture to scale the v coordinates of the UVs
  79209. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79210. */
  79211. vScale: number;
  79212. /**
  79213. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79214. * @see http://doc.babylonjs.com/how_to/more_materials
  79215. */
  79216. uAng: number;
  79217. /**
  79218. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79219. * @see http://doc.babylonjs.com/how_to/more_materials
  79220. */
  79221. vAng: number;
  79222. /**
  79223. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79224. * @see http://doc.babylonjs.com/how_to/more_materials
  79225. */
  79226. wAng: number;
  79227. /**
  79228. * Defines the center of rotation (U)
  79229. */
  79230. uRotationCenter: number;
  79231. /**
  79232. * Defines the center of rotation (V)
  79233. */
  79234. vRotationCenter: number;
  79235. /**
  79236. * Defines the center of rotation (W)
  79237. */
  79238. wRotationCenter: number;
  79239. /**
  79240. * Are mip maps generated for this texture or not.
  79241. */
  79242. readonly noMipmap: boolean;
  79243. /**
  79244. * List of inspectable custom properties (used by the Inspector)
  79245. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79246. */
  79247. inspectableCustomProperties: Nullable<IInspectable[]>;
  79248. private _noMipmap;
  79249. /** @hidden */
  79250. _invertY: boolean;
  79251. private _rowGenerationMatrix;
  79252. private _cachedTextureMatrix;
  79253. private _projectionModeMatrix;
  79254. private _t0;
  79255. private _t1;
  79256. private _t2;
  79257. private _cachedUOffset;
  79258. private _cachedVOffset;
  79259. private _cachedUScale;
  79260. private _cachedVScale;
  79261. private _cachedUAng;
  79262. private _cachedVAng;
  79263. private _cachedWAng;
  79264. private _cachedProjectionMatrixId;
  79265. private _cachedCoordinatesMode;
  79266. /** @hidden */
  79267. protected _initialSamplingMode: number;
  79268. /** @hidden */
  79269. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79270. private _deleteBuffer;
  79271. protected _format: Nullable<number>;
  79272. private _delayedOnLoad;
  79273. private _delayedOnError;
  79274. /**
  79275. * Observable triggered once the texture has been loaded.
  79276. */
  79277. onLoadObservable: Observable<Texture>;
  79278. protected _isBlocking: boolean;
  79279. /**
  79280. * Is the texture preventing material to render while loading.
  79281. * If false, a default texture will be used instead of the loading one during the preparation step.
  79282. */
  79283. isBlocking: boolean;
  79284. /**
  79285. * Get the current sampling mode associated with the texture.
  79286. */
  79287. readonly samplingMode: number;
  79288. /**
  79289. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79290. */
  79291. readonly invertY: boolean;
  79292. /**
  79293. * Instantiates a new texture.
  79294. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79295. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79296. * @param url define the url of the picture to load as a texture
  79297. * @param scene define the scene or engine the texture will belong to
  79298. * @param noMipmap define if the texture will require mip maps or not
  79299. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79300. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79301. * @param onLoad define a callback triggered when the texture has been loaded
  79302. * @param onError define a callback triggered when an error occurred during the loading session
  79303. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79304. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79305. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79306. */
  79307. 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);
  79308. /**
  79309. * Update the url (and optional buffer) of this texture if url was null during construction.
  79310. * @param url the url of the texture
  79311. * @param buffer the buffer of the texture (defaults to null)
  79312. * @param onLoad callback called when the texture is loaded (defaults to null)
  79313. */
  79314. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79315. /**
  79316. * Finish the loading sequence of a texture flagged as delayed load.
  79317. * @hidden
  79318. */
  79319. delayLoad(): void;
  79320. private _prepareRowForTextureGeneration;
  79321. /**
  79322. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79323. * @returns the transform matrix of the texture.
  79324. */
  79325. getTextureMatrix(): Matrix;
  79326. /**
  79327. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79328. * @returns The reflection texture transform
  79329. */
  79330. getReflectionTextureMatrix(): Matrix;
  79331. /**
  79332. * Clones the texture.
  79333. * @returns the cloned texture
  79334. */
  79335. clone(): Texture;
  79336. /**
  79337. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79338. * @returns The JSON representation of the texture
  79339. */
  79340. serialize(): any;
  79341. /**
  79342. * Get the current class name of the texture useful for serialization or dynamic coding.
  79343. * @returns "Texture"
  79344. */
  79345. getClassName(): string;
  79346. /**
  79347. * Dispose the texture and release its associated resources.
  79348. */
  79349. dispose(): void;
  79350. /**
  79351. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79352. * @param parsedTexture Define the JSON representation of the texture
  79353. * @param scene Define the scene the parsed texture should be instantiated in
  79354. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79355. * @returns The parsed texture if successful
  79356. */
  79357. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79358. /**
  79359. * Creates a texture from its base 64 representation.
  79360. * @param data Define the base64 payload without the data: prefix
  79361. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79362. * @param scene Define the scene the texture should belong to
  79363. * @param noMipmap Forces the texture to not create mip map information if true
  79364. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79365. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79366. * @param onLoad define a callback triggered when the texture has been loaded
  79367. * @param onError define a callback triggered when an error occurred during the loading session
  79368. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79369. * @returns the created texture
  79370. */
  79371. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79372. /**
  79373. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79374. * @param data Define the base64 payload without the data: prefix
  79375. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79376. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79377. * @param scene Define the scene the texture should belong to
  79378. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79379. * @param noMipmap Forces the texture to not create mip map information if true
  79380. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79381. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79382. * @param onLoad define a callback triggered when the texture has been loaded
  79383. * @param onError define a callback triggered when an error occurred during the loading session
  79384. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79385. * @returns the created texture
  79386. */
  79387. 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;
  79388. }
  79389. }
  79390. declare module BABYLON {
  79391. /**
  79392. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79393. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79394. */
  79395. export class PostProcessManager {
  79396. private _scene;
  79397. private _indexBuffer;
  79398. private _vertexBuffers;
  79399. /**
  79400. * Creates a new instance PostProcess
  79401. * @param scene The scene that the post process is associated with.
  79402. */
  79403. constructor(scene: Scene);
  79404. private _prepareBuffers;
  79405. private _buildIndexBuffer;
  79406. /**
  79407. * Rebuilds the vertex buffers of the manager.
  79408. * @hidden
  79409. */
  79410. _rebuild(): void;
  79411. /**
  79412. * Prepares a frame to be run through a post process.
  79413. * @param sourceTexture The input texture to the post procesess. (default: null)
  79414. * @param postProcesses An array of post processes to be run. (default: null)
  79415. * @returns True if the post processes were able to be run.
  79416. * @hidden
  79417. */
  79418. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79419. /**
  79420. * Manually render a set of post processes to a texture.
  79421. * @param postProcesses An array of post processes to be run.
  79422. * @param targetTexture The target texture to render to.
  79423. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79424. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79425. * @param lodLevel defines which lod of the texture to render to
  79426. */
  79427. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79428. /**
  79429. * Finalize the result of the output of the postprocesses.
  79430. * @param doNotPresent If true the result will not be displayed to the screen.
  79431. * @param targetTexture The target texture to render to.
  79432. * @param faceIndex The index of the face to bind the target texture to.
  79433. * @param postProcesses The array of post processes to render.
  79434. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79435. * @hidden
  79436. */
  79437. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79438. /**
  79439. * Disposes of the post process manager.
  79440. */
  79441. dispose(): void;
  79442. }
  79443. }
  79444. declare module BABYLON {
  79445. /** Interface used by value gradients (color, factor, ...) */
  79446. export interface IValueGradient {
  79447. /**
  79448. * Gets or sets the gradient value (between 0 and 1)
  79449. */
  79450. gradient: number;
  79451. }
  79452. /** Class used to store color4 gradient */
  79453. export class ColorGradient implements IValueGradient {
  79454. /**
  79455. * Gets or sets the gradient value (between 0 and 1)
  79456. */
  79457. gradient: number;
  79458. /**
  79459. * Gets or sets first associated color
  79460. */
  79461. color1: Color4;
  79462. /**
  79463. * Gets or sets second associated color
  79464. */
  79465. color2?: Color4;
  79466. /**
  79467. * Will get a color picked randomly between color1 and color2.
  79468. * If color2 is undefined then color1 will be used
  79469. * @param result defines the target Color4 to store the result in
  79470. */
  79471. getColorToRef(result: Color4): void;
  79472. }
  79473. /** Class used to store color 3 gradient */
  79474. export class Color3Gradient implements IValueGradient {
  79475. /**
  79476. * Gets or sets the gradient value (between 0 and 1)
  79477. */
  79478. gradient: number;
  79479. /**
  79480. * Gets or sets the associated color
  79481. */
  79482. color: Color3;
  79483. }
  79484. /** Class used to store factor gradient */
  79485. export class FactorGradient implements IValueGradient {
  79486. /**
  79487. * Gets or sets the gradient value (between 0 and 1)
  79488. */
  79489. gradient: number;
  79490. /**
  79491. * Gets or sets first associated factor
  79492. */
  79493. factor1: number;
  79494. /**
  79495. * Gets or sets second associated factor
  79496. */
  79497. factor2?: number;
  79498. /**
  79499. * Will get a number picked randomly between factor1 and factor2.
  79500. * If factor2 is undefined then factor1 will be used
  79501. * @returns the picked number
  79502. */
  79503. getFactor(): number;
  79504. }
  79505. /**
  79506. * Helper used to simplify some generic gradient tasks
  79507. */
  79508. export class GradientHelper {
  79509. /**
  79510. * Gets the current gradient from an array of IValueGradient
  79511. * @param ratio defines the current ratio to get
  79512. * @param gradients defines the array of IValueGradient
  79513. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79514. */
  79515. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79516. }
  79517. }
  79518. declare module BABYLON {
  79519. interface AbstractScene {
  79520. /**
  79521. * The list of procedural textures added to the scene
  79522. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79523. */
  79524. proceduralTextures: Array<ProceduralTexture>;
  79525. }
  79526. /**
  79527. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79528. * in a given scene.
  79529. */
  79530. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79531. /**
  79532. * The component name helpfull to identify the component in the list of scene components.
  79533. */
  79534. readonly name: string;
  79535. /**
  79536. * The scene the component belongs to.
  79537. */
  79538. scene: Scene;
  79539. /**
  79540. * Creates a new instance of the component for the given scene
  79541. * @param scene Defines the scene to register the component in
  79542. */
  79543. constructor(scene: Scene);
  79544. /**
  79545. * Registers the component in a given scene
  79546. */
  79547. register(): void;
  79548. /**
  79549. * Rebuilds the elements related to this component in case of
  79550. * context lost for instance.
  79551. */
  79552. rebuild(): void;
  79553. /**
  79554. * Disposes the component and the associated ressources.
  79555. */
  79556. dispose(): void;
  79557. private _beforeClear;
  79558. }
  79559. }
  79560. declare module BABYLON {
  79561. interface Engine {
  79562. /**
  79563. * Creates a new render target cube texture
  79564. * @param size defines the size of the texture
  79565. * @param options defines the options used to create the texture
  79566. * @returns a new render target cube texture stored in an InternalTexture
  79567. */
  79568. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79569. }
  79570. }
  79571. declare module BABYLON {
  79572. /** @hidden */
  79573. export var proceduralVertexShader: {
  79574. name: string;
  79575. shader: string;
  79576. };
  79577. }
  79578. declare module BABYLON {
  79579. /**
  79580. * 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.
  79581. * This is the base class of any Procedural texture and contains most of the shareable code.
  79582. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79583. */
  79584. export class ProceduralTexture extends Texture {
  79585. isCube: boolean;
  79586. /**
  79587. * Define if the texture is enabled or not (disabled texture will not render)
  79588. */
  79589. isEnabled: boolean;
  79590. /**
  79591. * Define if the texture must be cleared before rendering (default is true)
  79592. */
  79593. autoClear: boolean;
  79594. /**
  79595. * Callback called when the texture is generated
  79596. */
  79597. onGenerated: () => void;
  79598. /**
  79599. * Event raised when the texture is generated
  79600. */
  79601. onGeneratedObservable: Observable<ProceduralTexture>;
  79602. /** @hidden */
  79603. _generateMipMaps: boolean;
  79604. /** @hidden **/
  79605. _effect: Effect;
  79606. /** @hidden */
  79607. _textures: {
  79608. [key: string]: Texture;
  79609. };
  79610. private _size;
  79611. private _currentRefreshId;
  79612. private _refreshRate;
  79613. private _vertexBuffers;
  79614. private _indexBuffer;
  79615. private _uniforms;
  79616. private _samplers;
  79617. private _fragment;
  79618. private _floats;
  79619. private _ints;
  79620. private _floatsArrays;
  79621. private _colors3;
  79622. private _colors4;
  79623. private _vectors2;
  79624. private _vectors3;
  79625. private _matrices;
  79626. private _fallbackTexture;
  79627. private _fallbackTextureUsed;
  79628. private _engine;
  79629. private _cachedDefines;
  79630. private _contentUpdateId;
  79631. private _contentData;
  79632. /**
  79633. * Instantiates a new procedural texture.
  79634. * 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.
  79635. * This is the base class of any Procedural texture and contains most of the shareable code.
  79636. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79637. * @param name Define the name of the texture
  79638. * @param size Define the size of the texture to create
  79639. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79640. * @param scene Define the scene the texture belongs to
  79641. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79642. * @param generateMipMaps Define if the texture should creates mip maps or not
  79643. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79644. */
  79645. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79646. /**
  79647. * The effect that is created when initializing the post process.
  79648. * @returns The created effect corresponding the the postprocess.
  79649. */
  79650. getEffect(): Effect;
  79651. /**
  79652. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79653. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79654. */
  79655. getContent(): Nullable<ArrayBufferView>;
  79656. private _createIndexBuffer;
  79657. /** @hidden */
  79658. _rebuild(): void;
  79659. /**
  79660. * Resets the texture in order to recreate its associated resources.
  79661. * This can be called in case of context loss
  79662. */
  79663. reset(): void;
  79664. protected _getDefines(): string;
  79665. /**
  79666. * Is the texture ready to be used ? (rendered at least once)
  79667. * @returns true if ready, otherwise, false.
  79668. */
  79669. isReady(): boolean;
  79670. /**
  79671. * Resets the refresh counter of the texture and start bak from scratch.
  79672. * Could be useful to regenerate the texture if it is setup to render only once.
  79673. */
  79674. resetRefreshCounter(): void;
  79675. /**
  79676. * Set the fragment shader to use in order to render the texture.
  79677. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79678. */
  79679. setFragment(fragment: any): void;
  79680. /**
  79681. * Define the refresh rate of the texture or the rendering frequency.
  79682. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79683. */
  79684. refreshRate: number;
  79685. /** @hidden */
  79686. _shouldRender(): boolean;
  79687. /**
  79688. * Get the size the texture is rendering at.
  79689. * @returns the size (texture is always squared)
  79690. */
  79691. getRenderSize(): number;
  79692. /**
  79693. * Resize the texture to new value.
  79694. * @param size Define the new size the texture should have
  79695. * @param generateMipMaps Define whether the new texture should create mip maps
  79696. */
  79697. resize(size: number, generateMipMaps: boolean): void;
  79698. private _checkUniform;
  79699. /**
  79700. * Set a texture in the shader program used to render.
  79701. * @param name Define the name of the uniform samplers as defined in the shader
  79702. * @param texture Define the texture to bind to this sampler
  79703. * @return the texture itself allowing "fluent" like uniform updates
  79704. */
  79705. setTexture(name: string, texture: Texture): ProceduralTexture;
  79706. /**
  79707. * Set a float in the shader.
  79708. * @param name Define the name of the uniform as defined in the shader
  79709. * @param value Define the value to give to the uniform
  79710. * @return the texture itself allowing "fluent" like uniform updates
  79711. */
  79712. setFloat(name: string, value: number): ProceduralTexture;
  79713. /**
  79714. * Set a int in the shader.
  79715. * @param name Define the name of the uniform as defined in the shader
  79716. * @param value Define the value to give to the uniform
  79717. * @return the texture itself allowing "fluent" like uniform updates
  79718. */
  79719. setInt(name: string, value: number): ProceduralTexture;
  79720. /**
  79721. * Set an array of floats in the shader.
  79722. * @param name Define the name of the uniform as defined in the shader
  79723. * @param value Define the value to give to the uniform
  79724. * @return the texture itself allowing "fluent" like uniform updates
  79725. */
  79726. setFloats(name: string, value: number[]): ProceduralTexture;
  79727. /**
  79728. * Set a vec3 in the shader from a Color3.
  79729. * @param name Define the name of the uniform as defined in the shader
  79730. * @param value Define the value to give to the uniform
  79731. * @return the texture itself allowing "fluent" like uniform updates
  79732. */
  79733. setColor3(name: string, value: Color3): ProceduralTexture;
  79734. /**
  79735. * Set a vec4 in the shader from a Color4.
  79736. * @param name Define the name of the uniform as defined in the shader
  79737. * @param value Define the value to give to the uniform
  79738. * @return the texture itself allowing "fluent" like uniform updates
  79739. */
  79740. setColor4(name: string, value: Color4): ProceduralTexture;
  79741. /**
  79742. * Set a vec2 in the shader from a Vector2.
  79743. * @param name Define the name of the uniform as defined in the shader
  79744. * @param value Define the value to give to the uniform
  79745. * @return the texture itself allowing "fluent" like uniform updates
  79746. */
  79747. setVector2(name: string, value: Vector2): ProceduralTexture;
  79748. /**
  79749. * Set a vec3 in the shader from a Vector3.
  79750. * @param name Define the name of the uniform as defined in the shader
  79751. * @param value Define the value to give to the uniform
  79752. * @return the texture itself allowing "fluent" like uniform updates
  79753. */
  79754. setVector3(name: string, value: Vector3): ProceduralTexture;
  79755. /**
  79756. * Set a mat4 in the shader from a MAtrix.
  79757. * @param name Define the name of the uniform as defined in the shader
  79758. * @param value Define the value to give to the uniform
  79759. * @return the texture itself allowing "fluent" like uniform updates
  79760. */
  79761. setMatrix(name: string, value: Matrix): ProceduralTexture;
  79762. /**
  79763. * Render the texture to its associated render target.
  79764. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  79765. */
  79766. render(useCameraPostProcess?: boolean): void;
  79767. /**
  79768. * Clone the texture.
  79769. * @returns the cloned texture
  79770. */
  79771. clone(): ProceduralTexture;
  79772. /**
  79773. * Dispose the texture and release its asoociated resources.
  79774. */
  79775. dispose(): void;
  79776. }
  79777. }
  79778. declare module BABYLON {
  79779. /**
  79780. * This represents the base class for particle system in Babylon.
  79781. * 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.
  79782. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79783. * @example https://doc.babylonjs.com/babylon101/particles
  79784. */
  79785. export class BaseParticleSystem {
  79786. /**
  79787. * Source color is added to the destination color without alpha affecting the result
  79788. */
  79789. static BLENDMODE_ONEONE: number;
  79790. /**
  79791. * Blend current color and particle color using particle’s alpha
  79792. */
  79793. static BLENDMODE_STANDARD: number;
  79794. /**
  79795. * Add current color and particle color multiplied by particle’s alpha
  79796. */
  79797. static BLENDMODE_ADD: number;
  79798. /**
  79799. * Multiply current color with particle color
  79800. */
  79801. static BLENDMODE_MULTIPLY: number;
  79802. /**
  79803. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  79804. */
  79805. static BLENDMODE_MULTIPLYADD: number;
  79806. /**
  79807. * List of animations used by the particle system.
  79808. */
  79809. animations: Animation[];
  79810. /**
  79811. * The id of the Particle system.
  79812. */
  79813. id: string;
  79814. /**
  79815. * The friendly name of the Particle system.
  79816. */
  79817. name: string;
  79818. /**
  79819. * The rendering group used by the Particle system to chose when to render.
  79820. */
  79821. renderingGroupId: number;
  79822. /**
  79823. * The emitter represents the Mesh or position we are attaching the particle system to.
  79824. */
  79825. emitter: Nullable<AbstractMesh | Vector3>;
  79826. /**
  79827. * The maximum number of particles to emit per frame
  79828. */
  79829. emitRate: number;
  79830. /**
  79831. * If you want to launch only a few particles at once, that can be done, as well.
  79832. */
  79833. manualEmitCount: number;
  79834. /**
  79835. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  79836. */
  79837. updateSpeed: number;
  79838. /**
  79839. * The amount of time the particle system is running (depends of the overall update speed).
  79840. */
  79841. targetStopDuration: number;
  79842. /**
  79843. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  79844. */
  79845. disposeOnStop: boolean;
  79846. /**
  79847. * Minimum power of emitting particles.
  79848. */
  79849. minEmitPower: number;
  79850. /**
  79851. * Maximum power of emitting particles.
  79852. */
  79853. maxEmitPower: number;
  79854. /**
  79855. * Minimum life time of emitting particles.
  79856. */
  79857. minLifeTime: number;
  79858. /**
  79859. * Maximum life time of emitting particles.
  79860. */
  79861. maxLifeTime: number;
  79862. /**
  79863. * Minimum Size of emitting particles.
  79864. */
  79865. minSize: number;
  79866. /**
  79867. * Maximum Size of emitting particles.
  79868. */
  79869. maxSize: number;
  79870. /**
  79871. * Minimum scale of emitting particles on X axis.
  79872. */
  79873. minScaleX: number;
  79874. /**
  79875. * Maximum scale of emitting particles on X axis.
  79876. */
  79877. maxScaleX: number;
  79878. /**
  79879. * Minimum scale of emitting particles on Y axis.
  79880. */
  79881. minScaleY: number;
  79882. /**
  79883. * Maximum scale of emitting particles on Y axis.
  79884. */
  79885. maxScaleY: number;
  79886. /**
  79887. * Gets or sets the minimal initial rotation in radians.
  79888. */
  79889. minInitialRotation: number;
  79890. /**
  79891. * Gets or sets the maximal initial rotation in radians.
  79892. */
  79893. maxInitialRotation: number;
  79894. /**
  79895. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  79896. */
  79897. minAngularSpeed: number;
  79898. /**
  79899. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  79900. */
  79901. maxAngularSpeed: number;
  79902. /**
  79903. * The texture used to render each particle. (this can be a spritesheet)
  79904. */
  79905. particleTexture: Nullable<Texture>;
  79906. /**
  79907. * The layer mask we are rendering the particles through.
  79908. */
  79909. layerMask: number;
  79910. /**
  79911. * This can help using your own shader to render the particle system.
  79912. * The according effect will be created
  79913. */
  79914. customShader: any;
  79915. /**
  79916. * By default particle system starts as soon as they are created. This prevents the
  79917. * automatic start to happen and let you decide when to start emitting particles.
  79918. */
  79919. preventAutoStart: boolean;
  79920. private _noiseTexture;
  79921. /**
  79922. * Gets or sets a texture used to add random noise to particle positions
  79923. */
  79924. noiseTexture: Nullable<ProceduralTexture>;
  79925. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  79926. noiseStrength: Vector3;
  79927. /**
  79928. * Callback triggered when the particle animation is ending.
  79929. */
  79930. onAnimationEnd: Nullable<() => void>;
  79931. /**
  79932. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  79933. */
  79934. blendMode: number;
  79935. /**
  79936. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  79937. * to override the particles.
  79938. */
  79939. forceDepthWrite: boolean;
  79940. /** 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 */
  79941. preWarmCycles: number;
  79942. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  79943. preWarmStepOffset: number;
  79944. /**
  79945. * 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)
  79946. */
  79947. spriteCellChangeSpeed: number;
  79948. /**
  79949. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  79950. */
  79951. startSpriteCellID: number;
  79952. /**
  79953. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  79954. */
  79955. endSpriteCellID: number;
  79956. /**
  79957. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  79958. */
  79959. spriteCellWidth: number;
  79960. /**
  79961. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  79962. */
  79963. spriteCellHeight: number;
  79964. /**
  79965. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  79966. */
  79967. spriteRandomStartCell: boolean;
  79968. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  79969. translationPivot: Vector2;
  79970. /** @hidden */
  79971. protected _isAnimationSheetEnabled: boolean;
  79972. /**
  79973. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  79974. */
  79975. beginAnimationOnStart: boolean;
  79976. /**
  79977. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  79978. */
  79979. beginAnimationFrom: number;
  79980. /**
  79981. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  79982. */
  79983. beginAnimationTo: number;
  79984. /**
  79985. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  79986. */
  79987. beginAnimationLoop: boolean;
  79988. /**
  79989. * Gets or sets a world offset applied to all particles
  79990. */
  79991. worldOffset: Vector3;
  79992. /**
  79993. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  79994. */
  79995. isAnimationSheetEnabled: boolean;
  79996. /**
  79997. * Get hosting scene
  79998. * @returns the scene
  79999. */
  80000. getScene(): Scene;
  80001. /**
  80002. * You can use gravity if you want to give an orientation to your particles.
  80003. */
  80004. gravity: Vector3;
  80005. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80006. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80007. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80008. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80009. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80010. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80011. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80012. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80013. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80014. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80015. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80016. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80017. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80018. /**
  80019. * Defines the delay in milliseconds before starting the system (0 by default)
  80020. */
  80021. startDelay: number;
  80022. /**
  80023. * Gets the current list of drag gradients.
  80024. * You must use addDragGradient and removeDragGradient to udpate this list
  80025. * @returns the list of drag gradients
  80026. */
  80027. getDragGradients(): Nullable<Array<FactorGradient>>;
  80028. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80029. limitVelocityDamping: number;
  80030. /**
  80031. * Gets the current list of limit velocity gradients.
  80032. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80033. * @returns the list of limit velocity gradients
  80034. */
  80035. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80036. /**
  80037. * Gets the current list of color gradients.
  80038. * You must use addColorGradient and removeColorGradient to udpate this list
  80039. * @returns the list of color gradients
  80040. */
  80041. getColorGradients(): Nullable<Array<ColorGradient>>;
  80042. /**
  80043. * Gets the current list of size gradients.
  80044. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80045. * @returns the list of size gradients
  80046. */
  80047. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80048. /**
  80049. * Gets the current list of color remap gradients.
  80050. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80051. * @returns the list of color remap gradients
  80052. */
  80053. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80054. /**
  80055. * Gets the current list of alpha remap gradients.
  80056. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80057. * @returns the list of alpha remap gradients
  80058. */
  80059. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80060. /**
  80061. * Gets the current list of life time gradients.
  80062. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80063. * @returns the list of life time gradients
  80064. */
  80065. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80066. /**
  80067. * Gets the current list of angular speed gradients.
  80068. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80069. * @returns the list of angular speed gradients
  80070. */
  80071. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80072. /**
  80073. * Gets the current list of velocity gradients.
  80074. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80075. * @returns the list of velocity gradients
  80076. */
  80077. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80078. /**
  80079. * Gets the current list of start size gradients.
  80080. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80081. * @returns the list of start size gradients
  80082. */
  80083. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80084. /**
  80085. * Gets the current list of emit rate gradients.
  80086. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80087. * @returns the list of emit rate gradients
  80088. */
  80089. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80090. /**
  80091. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80092. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80093. */
  80094. direction1: Vector3;
  80095. /**
  80096. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80097. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80098. */
  80099. direction2: Vector3;
  80100. /**
  80101. * 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.
  80102. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80103. */
  80104. minEmitBox: Vector3;
  80105. /**
  80106. * 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.
  80107. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80108. */
  80109. maxEmitBox: Vector3;
  80110. /**
  80111. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80112. */
  80113. color1: Color4;
  80114. /**
  80115. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80116. */
  80117. color2: Color4;
  80118. /**
  80119. * Color the particle will have at the end of its lifetime
  80120. */
  80121. colorDead: Color4;
  80122. /**
  80123. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80124. */
  80125. textureMask: Color4;
  80126. /**
  80127. * The particle emitter type defines the emitter used by the particle system.
  80128. * It can be for example box, sphere, or cone...
  80129. */
  80130. particleEmitterType: IParticleEmitterType;
  80131. /** @hidden */
  80132. _isSubEmitter: boolean;
  80133. /**
  80134. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80135. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80136. */
  80137. billboardMode: number;
  80138. protected _isBillboardBased: boolean;
  80139. /**
  80140. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80141. */
  80142. isBillboardBased: boolean;
  80143. /**
  80144. * The scene the particle system belongs to.
  80145. */
  80146. protected _scene: Scene;
  80147. /**
  80148. * Local cache of defines for image processing.
  80149. */
  80150. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80151. /**
  80152. * Default configuration related to image processing available in the standard Material.
  80153. */
  80154. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80155. /**
  80156. * Gets the image processing configuration used either in this material.
  80157. */
  80158. /**
  80159. * Sets the Default image processing configuration used either in the this material.
  80160. *
  80161. * If sets to null, the scene one is in use.
  80162. */
  80163. imageProcessingConfiguration: ImageProcessingConfiguration;
  80164. /**
  80165. * Attaches a new image processing configuration to the Standard Material.
  80166. * @param configuration
  80167. */
  80168. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80169. /** @hidden */
  80170. protected _reset(): void;
  80171. /** @hidden */
  80172. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80173. /**
  80174. * Instantiates a particle system.
  80175. * 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.
  80176. * @param name The name of the particle system
  80177. */
  80178. constructor(name: string);
  80179. /**
  80180. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80181. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80182. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80183. * @returns the emitter
  80184. */
  80185. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80186. /**
  80187. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80188. * @param radius The radius of the hemisphere to emit from
  80189. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80190. * @returns the emitter
  80191. */
  80192. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80193. /**
  80194. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80195. * @param radius The radius of the sphere to emit from
  80196. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80197. * @returns the emitter
  80198. */
  80199. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80200. /**
  80201. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80202. * @param radius The radius of the sphere to emit from
  80203. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80204. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80205. * @returns the emitter
  80206. */
  80207. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80208. /**
  80209. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80210. * @param radius The radius of the emission cylinder
  80211. * @param height The height of the emission cylinder
  80212. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80213. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80214. * @returns the emitter
  80215. */
  80216. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80217. /**
  80218. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80219. * @param radius The radius of the cylinder to emit from
  80220. * @param height The height of the emission cylinder
  80221. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80222. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80223. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80224. * @returns the emitter
  80225. */
  80226. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80227. /**
  80228. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80229. * @param radius The radius of the cone to emit from
  80230. * @param angle The base angle of the cone
  80231. * @returns the emitter
  80232. */
  80233. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80234. /**
  80235. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80236. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80237. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80238. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80239. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80240. * @returns the emitter
  80241. */
  80242. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80243. }
  80244. }
  80245. declare module BABYLON {
  80246. /**
  80247. * Type of sub emitter
  80248. */
  80249. export enum SubEmitterType {
  80250. /**
  80251. * Attached to the particle over it's lifetime
  80252. */
  80253. ATTACHED = 0,
  80254. /**
  80255. * Created when the particle dies
  80256. */
  80257. END = 1
  80258. }
  80259. /**
  80260. * Sub emitter class used to emit particles from an existing particle
  80261. */
  80262. export class SubEmitter {
  80263. /**
  80264. * the particle system to be used by the sub emitter
  80265. */
  80266. particleSystem: ParticleSystem;
  80267. /**
  80268. * Type of the submitter (Default: END)
  80269. */
  80270. type: SubEmitterType;
  80271. /**
  80272. * 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)
  80273. * Note: This only is supported when using an emitter of type Mesh
  80274. */
  80275. inheritDirection: boolean;
  80276. /**
  80277. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80278. */
  80279. inheritedVelocityAmount: number;
  80280. /**
  80281. * Creates a sub emitter
  80282. * @param particleSystem the particle system to be used by the sub emitter
  80283. */
  80284. constructor(
  80285. /**
  80286. * the particle system to be used by the sub emitter
  80287. */
  80288. particleSystem: ParticleSystem);
  80289. /**
  80290. * Clones the sub emitter
  80291. * @returns the cloned sub emitter
  80292. */
  80293. clone(): SubEmitter;
  80294. /**
  80295. * Serialize current object to a JSON object
  80296. * @returns the serialized object
  80297. */
  80298. serialize(): any;
  80299. /** @hidden */
  80300. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80301. /**
  80302. * Creates a new SubEmitter from a serialized JSON version
  80303. * @param serializationObject defines the JSON object to read from
  80304. * @param scene defines the hosting scene
  80305. * @param rootUrl defines the rootUrl for data loading
  80306. * @returns a new SubEmitter
  80307. */
  80308. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80309. /** Release associated resources */
  80310. dispose(): void;
  80311. }
  80312. }
  80313. declare module BABYLON {
  80314. /** @hidden */
  80315. export var clipPlaneFragmentDeclaration: {
  80316. name: string;
  80317. shader: string;
  80318. };
  80319. }
  80320. declare module BABYLON {
  80321. /** @hidden */
  80322. export var imageProcessingDeclaration: {
  80323. name: string;
  80324. shader: string;
  80325. };
  80326. }
  80327. declare module BABYLON {
  80328. /** @hidden */
  80329. export var imageProcessingFunctions: {
  80330. name: string;
  80331. shader: string;
  80332. };
  80333. }
  80334. declare module BABYLON {
  80335. /** @hidden */
  80336. export var clipPlaneFragment: {
  80337. name: string;
  80338. shader: string;
  80339. };
  80340. }
  80341. declare module BABYLON {
  80342. /** @hidden */
  80343. export var particlesPixelShader: {
  80344. name: string;
  80345. shader: string;
  80346. };
  80347. }
  80348. declare module BABYLON {
  80349. /** @hidden */
  80350. export var clipPlaneVertexDeclaration: {
  80351. name: string;
  80352. shader: string;
  80353. };
  80354. }
  80355. declare module BABYLON {
  80356. /** @hidden */
  80357. export var clipPlaneVertex: {
  80358. name: string;
  80359. shader: string;
  80360. };
  80361. }
  80362. declare module BABYLON {
  80363. /** @hidden */
  80364. export var particlesVertexShader: {
  80365. name: string;
  80366. shader: string;
  80367. };
  80368. }
  80369. declare module BABYLON {
  80370. /**
  80371. * This represents a particle system in Babylon.
  80372. * 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.
  80373. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80374. * @example https://doc.babylonjs.com/babylon101/particles
  80375. */
  80376. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80377. /**
  80378. * Billboard mode will only apply to Y axis
  80379. */
  80380. static readonly BILLBOARDMODE_Y: number;
  80381. /**
  80382. * Billboard mode will apply to all axes
  80383. */
  80384. static readonly BILLBOARDMODE_ALL: number;
  80385. /**
  80386. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80387. */
  80388. static readonly BILLBOARDMODE_STRETCHED: number;
  80389. /**
  80390. * This function can be defined to provide custom update for active particles.
  80391. * This function will be called instead of regular update (age, position, color, etc.).
  80392. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80393. */
  80394. updateFunction: (particles: Particle[]) => void;
  80395. private _emitterWorldMatrix;
  80396. /**
  80397. * This function can be defined to specify initial direction for every new particle.
  80398. * It by default use the emitterType defined function
  80399. */
  80400. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80401. /**
  80402. * This function can be defined to specify initial position for every new particle.
  80403. * It by default use the emitterType defined function
  80404. */
  80405. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80406. /**
  80407. * @hidden
  80408. */
  80409. _inheritedVelocityOffset: Vector3;
  80410. /**
  80411. * An event triggered when the system is disposed
  80412. */
  80413. onDisposeObservable: Observable<ParticleSystem>;
  80414. private _onDisposeObserver;
  80415. /**
  80416. * Sets a callback that will be triggered when the system is disposed
  80417. */
  80418. onDispose: () => void;
  80419. private _particles;
  80420. private _epsilon;
  80421. private _capacity;
  80422. private _stockParticles;
  80423. private _newPartsExcess;
  80424. private _vertexData;
  80425. private _vertexBuffer;
  80426. private _vertexBuffers;
  80427. private _spriteBuffer;
  80428. private _indexBuffer;
  80429. private _effect;
  80430. private _customEffect;
  80431. private _cachedDefines;
  80432. private _scaledColorStep;
  80433. private _colorDiff;
  80434. private _scaledDirection;
  80435. private _scaledGravity;
  80436. private _currentRenderId;
  80437. private _alive;
  80438. private _useInstancing;
  80439. private _started;
  80440. private _stopped;
  80441. private _actualFrame;
  80442. private _scaledUpdateSpeed;
  80443. private _vertexBufferSize;
  80444. /** @hidden */
  80445. _currentEmitRateGradient: Nullable<FactorGradient>;
  80446. /** @hidden */
  80447. _currentEmitRate1: number;
  80448. /** @hidden */
  80449. _currentEmitRate2: number;
  80450. /** @hidden */
  80451. _currentStartSizeGradient: Nullable<FactorGradient>;
  80452. /** @hidden */
  80453. _currentStartSize1: number;
  80454. /** @hidden */
  80455. _currentStartSize2: number;
  80456. private readonly _rawTextureWidth;
  80457. private _rampGradientsTexture;
  80458. private _useRampGradients;
  80459. /** Gets or sets a boolean indicating that ramp gradients must be used
  80460. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80461. */
  80462. useRampGradients: boolean;
  80463. /**
  80464. * 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.
  80465. * 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: [])
  80466. */
  80467. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80468. private _subEmitters;
  80469. /**
  80470. * @hidden
  80471. * If the particle systems emitter should be disposed when the particle system is disposed
  80472. */
  80473. _disposeEmitterOnDispose: boolean;
  80474. /**
  80475. * The current active Sub-systems, this property is used by the root particle system only.
  80476. */
  80477. activeSubSystems: Array<ParticleSystem>;
  80478. private _rootParticleSystem;
  80479. /**
  80480. * Gets the current list of active particles
  80481. */
  80482. readonly particles: Particle[];
  80483. /**
  80484. * Returns the string "ParticleSystem"
  80485. * @returns a string containing the class name
  80486. */
  80487. getClassName(): string;
  80488. /**
  80489. * Instantiates a particle system.
  80490. * 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.
  80491. * @param name The name of the particle system
  80492. * @param capacity The max number of particles alive at the same time
  80493. * @param scene The scene the particle system belongs to
  80494. * @param customEffect a custom effect used to change the way particles are rendered by default
  80495. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80496. * @param epsilon Offset used to render the particles
  80497. */
  80498. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80499. private _addFactorGradient;
  80500. private _removeFactorGradient;
  80501. /**
  80502. * Adds a new life time gradient
  80503. * @param gradient defines the gradient to use (between 0 and 1)
  80504. * @param factor defines the life time factor to affect to the specified gradient
  80505. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80506. * @returns the current particle system
  80507. */
  80508. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80509. /**
  80510. * Remove a specific life time gradient
  80511. * @param gradient defines the gradient to remove
  80512. * @returns the current particle system
  80513. */
  80514. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80515. /**
  80516. * Adds a new size gradient
  80517. * @param gradient defines the gradient to use (between 0 and 1)
  80518. * @param factor defines the size factor to affect to the specified gradient
  80519. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80520. * @returns the current particle system
  80521. */
  80522. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80523. /**
  80524. * Remove a specific size gradient
  80525. * @param gradient defines the gradient to remove
  80526. * @returns the current particle system
  80527. */
  80528. removeSizeGradient(gradient: number): IParticleSystem;
  80529. /**
  80530. * Adds a new color remap gradient
  80531. * @param gradient defines the gradient to use (between 0 and 1)
  80532. * @param min defines the color remap minimal range
  80533. * @param max defines the color remap maximal range
  80534. * @returns the current particle system
  80535. */
  80536. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80537. /**
  80538. * Remove a specific color remap gradient
  80539. * @param gradient defines the gradient to remove
  80540. * @returns the current particle system
  80541. */
  80542. removeColorRemapGradient(gradient: number): IParticleSystem;
  80543. /**
  80544. * Adds a new alpha remap gradient
  80545. * @param gradient defines the gradient to use (between 0 and 1)
  80546. * @param min defines the alpha remap minimal range
  80547. * @param max defines the alpha remap maximal range
  80548. * @returns the current particle system
  80549. */
  80550. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80551. /**
  80552. * Remove a specific alpha remap gradient
  80553. * @param gradient defines the gradient to remove
  80554. * @returns the current particle system
  80555. */
  80556. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80557. /**
  80558. * Adds a new angular speed gradient
  80559. * @param gradient defines the gradient to use (between 0 and 1)
  80560. * @param factor defines the angular speed to affect to the specified gradient
  80561. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80562. * @returns the current particle system
  80563. */
  80564. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80565. /**
  80566. * Remove a specific angular speed gradient
  80567. * @param gradient defines the gradient to remove
  80568. * @returns the current particle system
  80569. */
  80570. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80571. /**
  80572. * Adds a new velocity gradient
  80573. * @param gradient defines the gradient to use (between 0 and 1)
  80574. * @param factor defines the velocity to affect to the specified gradient
  80575. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80576. * @returns the current particle system
  80577. */
  80578. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80579. /**
  80580. * Remove a specific velocity gradient
  80581. * @param gradient defines the gradient to remove
  80582. * @returns the current particle system
  80583. */
  80584. removeVelocityGradient(gradient: number): IParticleSystem;
  80585. /**
  80586. * Adds a new limit velocity gradient
  80587. * @param gradient defines the gradient to use (between 0 and 1)
  80588. * @param factor defines the limit velocity value to affect to the specified gradient
  80589. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80590. * @returns the current particle system
  80591. */
  80592. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80593. /**
  80594. * Remove a specific limit velocity gradient
  80595. * @param gradient defines the gradient to remove
  80596. * @returns the current particle system
  80597. */
  80598. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80599. /**
  80600. * Adds a new drag gradient
  80601. * @param gradient defines the gradient to use (between 0 and 1)
  80602. * @param factor defines the drag value to affect to the specified gradient
  80603. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80604. * @returns the current particle system
  80605. */
  80606. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80607. /**
  80608. * Remove a specific drag gradient
  80609. * @param gradient defines the gradient to remove
  80610. * @returns the current particle system
  80611. */
  80612. removeDragGradient(gradient: number): IParticleSystem;
  80613. /**
  80614. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80615. * @param gradient defines the gradient to use (between 0 and 1)
  80616. * @param factor defines the emit rate value to affect to the specified gradient
  80617. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80618. * @returns the current particle system
  80619. */
  80620. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80621. /**
  80622. * Remove a specific emit rate gradient
  80623. * @param gradient defines the gradient to remove
  80624. * @returns the current particle system
  80625. */
  80626. removeEmitRateGradient(gradient: number): IParticleSystem;
  80627. /**
  80628. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80629. * @param gradient defines the gradient to use (between 0 and 1)
  80630. * @param factor defines the start size value to affect to the specified gradient
  80631. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80632. * @returns the current particle system
  80633. */
  80634. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80635. /**
  80636. * Remove a specific start size gradient
  80637. * @param gradient defines the gradient to remove
  80638. * @returns the current particle system
  80639. */
  80640. removeStartSizeGradient(gradient: number): IParticleSystem;
  80641. private _createRampGradientTexture;
  80642. /**
  80643. * Gets the current list of ramp gradients.
  80644. * You must use addRampGradient and removeRampGradient to udpate this list
  80645. * @returns the list of ramp gradients
  80646. */
  80647. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80648. /**
  80649. * Adds a new ramp gradient used to remap particle colors
  80650. * @param gradient defines the gradient to use (between 0 and 1)
  80651. * @param color defines the color to affect to the specified gradient
  80652. * @returns the current particle system
  80653. */
  80654. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80655. /**
  80656. * Remove a specific ramp gradient
  80657. * @param gradient defines the gradient to remove
  80658. * @returns the current particle system
  80659. */
  80660. removeRampGradient(gradient: number): ParticleSystem;
  80661. /**
  80662. * Adds a new color gradient
  80663. * @param gradient defines the gradient to use (between 0 and 1)
  80664. * @param color1 defines the color to affect to the specified gradient
  80665. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80666. * @returns this particle system
  80667. */
  80668. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80669. /**
  80670. * Remove a specific color gradient
  80671. * @param gradient defines the gradient to remove
  80672. * @returns this particle system
  80673. */
  80674. removeColorGradient(gradient: number): IParticleSystem;
  80675. private _fetchR;
  80676. protected _reset(): void;
  80677. private _resetEffect;
  80678. private _createVertexBuffers;
  80679. private _createIndexBuffer;
  80680. /**
  80681. * Gets the maximum number of particles active at the same time.
  80682. * @returns The max number of active particles.
  80683. */
  80684. getCapacity(): number;
  80685. /**
  80686. * Gets whether there are still active particles in the system.
  80687. * @returns True if it is alive, otherwise false.
  80688. */
  80689. isAlive(): boolean;
  80690. /**
  80691. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80692. * @returns True if it has been started, otherwise false.
  80693. */
  80694. isStarted(): boolean;
  80695. private _prepareSubEmitterInternalArray;
  80696. /**
  80697. * Starts the particle system and begins to emit
  80698. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80699. */
  80700. start(delay?: number): void;
  80701. /**
  80702. * Stops the particle system.
  80703. * @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.
  80704. */
  80705. stop(stopSubEmitters?: boolean): void;
  80706. /**
  80707. * Remove all active particles
  80708. */
  80709. reset(): void;
  80710. /**
  80711. * @hidden (for internal use only)
  80712. */
  80713. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80714. /**
  80715. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80716. * Its lifetime will start back at 0.
  80717. */
  80718. recycleParticle: (particle: Particle) => void;
  80719. private _stopSubEmitters;
  80720. private _createParticle;
  80721. private _removeFromRoot;
  80722. private _emitFromParticle;
  80723. private _update;
  80724. /** @hidden */
  80725. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80726. /** @hidden */
  80727. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80728. /** @hidden */
  80729. private _getEffect;
  80730. /**
  80731. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80732. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80733. */
  80734. animate(preWarmOnly?: boolean): void;
  80735. private _appendParticleVertices;
  80736. /**
  80737. * Rebuilds the particle system.
  80738. */
  80739. rebuild(): void;
  80740. /**
  80741. * Is this system ready to be used/rendered
  80742. * @return true if the system is ready
  80743. */
  80744. isReady(): boolean;
  80745. private _render;
  80746. /**
  80747. * Renders the particle system in its current state.
  80748. * @returns the current number of particles
  80749. */
  80750. render(): number;
  80751. /**
  80752. * Disposes the particle system and free the associated resources
  80753. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  80754. */
  80755. dispose(disposeTexture?: boolean): void;
  80756. /**
  80757. * Clones the particle system.
  80758. * @param name The name of the cloned object
  80759. * @param newEmitter The new emitter to use
  80760. * @returns the cloned particle system
  80761. */
  80762. clone(name: string, newEmitter: any): ParticleSystem;
  80763. /**
  80764. * Serializes the particle system to a JSON object.
  80765. * @returns the JSON object
  80766. */
  80767. serialize(): any;
  80768. /** @hidden */
  80769. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  80770. /** @hidden */
  80771. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  80772. /**
  80773. * Parses a JSON object to create a particle system.
  80774. * @param parsedParticleSystem The JSON object to parse
  80775. * @param scene The scene to create the particle system in
  80776. * @param rootUrl The root url to use to load external dependencies like texture
  80777. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  80778. * @returns the Parsed particle system
  80779. */
  80780. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  80781. }
  80782. }
  80783. declare module BABYLON {
  80784. /**
  80785. * A particle represents one of the element emitted by a particle system.
  80786. * This is mainly define by its coordinates, direction, velocity and age.
  80787. */
  80788. export class Particle {
  80789. /**
  80790. * The particle system the particle belongs to.
  80791. */
  80792. particleSystem: ParticleSystem;
  80793. private static _Count;
  80794. /**
  80795. * Unique ID of the particle
  80796. */
  80797. id: number;
  80798. /**
  80799. * The world position of the particle in the scene.
  80800. */
  80801. position: Vector3;
  80802. /**
  80803. * The world direction of the particle in the scene.
  80804. */
  80805. direction: Vector3;
  80806. /**
  80807. * The color of the particle.
  80808. */
  80809. color: Color4;
  80810. /**
  80811. * The color change of the particle per step.
  80812. */
  80813. colorStep: Color4;
  80814. /**
  80815. * Defines how long will the life of the particle be.
  80816. */
  80817. lifeTime: number;
  80818. /**
  80819. * The current age of the particle.
  80820. */
  80821. age: number;
  80822. /**
  80823. * The current size of the particle.
  80824. */
  80825. size: number;
  80826. /**
  80827. * The current scale of the particle.
  80828. */
  80829. scale: Vector2;
  80830. /**
  80831. * The current angle of the particle.
  80832. */
  80833. angle: number;
  80834. /**
  80835. * Defines how fast is the angle changing.
  80836. */
  80837. angularSpeed: number;
  80838. /**
  80839. * Defines the cell index used by the particle to be rendered from a sprite.
  80840. */
  80841. cellIndex: number;
  80842. /**
  80843. * The information required to support color remapping
  80844. */
  80845. remapData: Vector4;
  80846. /** @hidden */
  80847. _randomCellOffset?: number;
  80848. /** @hidden */
  80849. _initialDirection: Nullable<Vector3>;
  80850. /** @hidden */
  80851. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  80852. /** @hidden */
  80853. _initialStartSpriteCellID: number;
  80854. /** @hidden */
  80855. _initialEndSpriteCellID: number;
  80856. /** @hidden */
  80857. _currentColorGradient: Nullable<ColorGradient>;
  80858. /** @hidden */
  80859. _currentColor1: Color4;
  80860. /** @hidden */
  80861. _currentColor2: Color4;
  80862. /** @hidden */
  80863. _currentSizeGradient: Nullable<FactorGradient>;
  80864. /** @hidden */
  80865. _currentSize1: number;
  80866. /** @hidden */
  80867. _currentSize2: number;
  80868. /** @hidden */
  80869. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  80870. /** @hidden */
  80871. _currentAngularSpeed1: number;
  80872. /** @hidden */
  80873. _currentAngularSpeed2: number;
  80874. /** @hidden */
  80875. _currentVelocityGradient: Nullable<FactorGradient>;
  80876. /** @hidden */
  80877. _currentVelocity1: number;
  80878. /** @hidden */
  80879. _currentVelocity2: number;
  80880. /** @hidden */
  80881. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  80882. /** @hidden */
  80883. _currentLimitVelocity1: number;
  80884. /** @hidden */
  80885. _currentLimitVelocity2: number;
  80886. /** @hidden */
  80887. _currentDragGradient: Nullable<FactorGradient>;
  80888. /** @hidden */
  80889. _currentDrag1: number;
  80890. /** @hidden */
  80891. _currentDrag2: number;
  80892. /** @hidden */
  80893. _randomNoiseCoordinates1: Vector3;
  80894. /** @hidden */
  80895. _randomNoiseCoordinates2: Vector3;
  80896. /**
  80897. * Creates a new instance Particle
  80898. * @param particleSystem the particle system the particle belongs to
  80899. */
  80900. constructor(
  80901. /**
  80902. * The particle system the particle belongs to.
  80903. */
  80904. particleSystem: ParticleSystem);
  80905. private updateCellInfoFromSystem;
  80906. /**
  80907. * Defines how the sprite cell index is updated for the particle
  80908. */
  80909. updateCellIndex(): void;
  80910. /** @hidden */
  80911. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  80912. /** @hidden */
  80913. _inheritParticleInfoToSubEmitters(): void;
  80914. /** @hidden */
  80915. _reset(): void;
  80916. /**
  80917. * Copy the properties of particle to another one.
  80918. * @param other the particle to copy the information to.
  80919. */
  80920. copyTo(other: Particle): void;
  80921. }
  80922. }
  80923. declare module BABYLON {
  80924. /**
  80925. * Particle emitter represents a volume emitting particles.
  80926. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  80927. */
  80928. export interface IParticleEmitterType {
  80929. /**
  80930. * Called by the particle System when the direction is computed for the created particle.
  80931. * @param worldMatrix is the world matrix of the particle system
  80932. * @param directionToUpdate is the direction vector to update with the result
  80933. * @param particle is the particle we are computed the direction for
  80934. */
  80935. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80936. /**
  80937. * Called by the particle System when the position is computed for the created particle.
  80938. * @param worldMatrix is the world matrix of the particle system
  80939. * @param positionToUpdate is the position vector to update with the result
  80940. * @param particle is the particle we are computed the position for
  80941. */
  80942. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80943. /**
  80944. * Clones the current emitter and returns a copy of it
  80945. * @returns the new emitter
  80946. */
  80947. clone(): IParticleEmitterType;
  80948. /**
  80949. * Called by the GPUParticleSystem to setup the update shader
  80950. * @param effect defines the update shader
  80951. */
  80952. applyToShader(effect: Effect): void;
  80953. /**
  80954. * Returns a string to use to update the GPU particles update shader
  80955. * @returns the effect defines string
  80956. */
  80957. getEffectDefines(): string;
  80958. /**
  80959. * Returns a string representing the class name
  80960. * @returns a string containing the class name
  80961. */
  80962. getClassName(): string;
  80963. /**
  80964. * Serializes the particle system to a JSON object.
  80965. * @returns the JSON object
  80966. */
  80967. serialize(): any;
  80968. /**
  80969. * Parse properties from a JSON object
  80970. * @param serializationObject defines the JSON object
  80971. */
  80972. parse(serializationObject: any): void;
  80973. }
  80974. }
  80975. declare module BABYLON {
  80976. /**
  80977. * Particle emitter emitting particles from the inside of a box.
  80978. * It emits the particles randomly between 2 given directions.
  80979. */
  80980. export class BoxParticleEmitter implements IParticleEmitterType {
  80981. /**
  80982. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80983. */
  80984. direction1: Vector3;
  80985. /**
  80986. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80987. */
  80988. direction2: Vector3;
  80989. /**
  80990. * 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.
  80991. */
  80992. minEmitBox: Vector3;
  80993. /**
  80994. * 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.
  80995. */
  80996. maxEmitBox: Vector3;
  80997. /**
  80998. * Creates a new instance BoxParticleEmitter
  80999. */
  81000. constructor();
  81001. /**
  81002. * Called by the particle System when the direction is computed for the created particle.
  81003. * @param worldMatrix is the world matrix of the particle system
  81004. * @param directionToUpdate is the direction vector to update with the result
  81005. * @param particle is the particle we are computed the direction for
  81006. */
  81007. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81008. /**
  81009. * Called by the particle System when the position is computed for the created particle.
  81010. * @param worldMatrix is the world matrix of the particle system
  81011. * @param positionToUpdate is the position vector to update with the result
  81012. * @param particle is the particle we are computed the position for
  81013. */
  81014. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81015. /**
  81016. * Clones the current emitter and returns a copy of it
  81017. * @returns the new emitter
  81018. */
  81019. clone(): BoxParticleEmitter;
  81020. /**
  81021. * Called by the GPUParticleSystem to setup the update shader
  81022. * @param effect defines the update shader
  81023. */
  81024. applyToShader(effect: Effect): void;
  81025. /**
  81026. * Returns a string to use to update the GPU particles update shader
  81027. * @returns a string containng the defines string
  81028. */
  81029. getEffectDefines(): string;
  81030. /**
  81031. * Returns the string "BoxParticleEmitter"
  81032. * @returns a string containing the class name
  81033. */
  81034. getClassName(): string;
  81035. /**
  81036. * Serializes the particle system to a JSON object.
  81037. * @returns the JSON object
  81038. */
  81039. serialize(): any;
  81040. /**
  81041. * Parse properties from a JSON object
  81042. * @param serializationObject defines the JSON object
  81043. */
  81044. parse(serializationObject: any): void;
  81045. }
  81046. }
  81047. declare module BABYLON {
  81048. /**
  81049. * Particle emitter emitting particles from the inside of a cone.
  81050. * It emits the particles alongside the cone volume from the base to the particle.
  81051. * The emission direction might be randomized.
  81052. */
  81053. export class ConeParticleEmitter implements IParticleEmitterType {
  81054. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81055. directionRandomizer: number;
  81056. private _radius;
  81057. private _angle;
  81058. private _height;
  81059. /**
  81060. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81061. */
  81062. radiusRange: number;
  81063. /**
  81064. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81065. */
  81066. heightRange: number;
  81067. /**
  81068. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81069. */
  81070. emitFromSpawnPointOnly: boolean;
  81071. /**
  81072. * Gets or sets the radius of the emission cone
  81073. */
  81074. radius: number;
  81075. /**
  81076. * Gets or sets the angle of the emission cone
  81077. */
  81078. angle: number;
  81079. private _buildHeight;
  81080. /**
  81081. * Creates a new instance ConeParticleEmitter
  81082. * @param radius the radius of the emission cone (1 by default)
  81083. * @param angle the cone base angle (PI by default)
  81084. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81085. */
  81086. constructor(radius?: number, angle?: number,
  81087. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81088. directionRandomizer?: number);
  81089. /**
  81090. * Called by the particle System when the direction is computed for the created particle.
  81091. * @param worldMatrix is the world matrix of the particle system
  81092. * @param directionToUpdate is the direction vector to update with the result
  81093. * @param particle is the particle we are computed the direction for
  81094. */
  81095. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81096. /**
  81097. * Called by the particle System when the position is computed for the created particle.
  81098. * @param worldMatrix is the world matrix of the particle system
  81099. * @param positionToUpdate is the position vector to update with the result
  81100. * @param particle is the particle we are computed the position for
  81101. */
  81102. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81103. /**
  81104. * Clones the current emitter and returns a copy of it
  81105. * @returns the new emitter
  81106. */
  81107. clone(): ConeParticleEmitter;
  81108. /**
  81109. * Called by the GPUParticleSystem to setup the update shader
  81110. * @param effect defines the update shader
  81111. */
  81112. applyToShader(effect: Effect): void;
  81113. /**
  81114. * Returns a string to use to update the GPU particles update shader
  81115. * @returns a string containng the defines string
  81116. */
  81117. getEffectDefines(): string;
  81118. /**
  81119. * Returns the string "ConeParticleEmitter"
  81120. * @returns a string containing the class name
  81121. */
  81122. getClassName(): string;
  81123. /**
  81124. * Serializes the particle system to a JSON object.
  81125. * @returns the JSON object
  81126. */
  81127. serialize(): any;
  81128. /**
  81129. * Parse properties from a JSON object
  81130. * @param serializationObject defines the JSON object
  81131. */
  81132. parse(serializationObject: any): void;
  81133. }
  81134. }
  81135. declare module BABYLON {
  81136. /**
  81137. * Particle emitter emitting particles from the inside of a cylinder.
  81138. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81139. */
  81140. export class CylinderParticleEmitter implements IParticleEmitterType {
  81141. /**
  81142. * The radius of the emission cylinder.
  81143. */
  81144. radius: number;
  81145. /**
  81146. * The height of the emission cylinder.
  81147. */
  81148. height: number;
  81149. /**
  81150. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81151. */
  81152. radiusRange: number;
  81153. /**
  81154. * How much to randomize the particle direction [0-1].
  81155. */
  81156. directionRandomizer: number;
  81157. /**
  81158. * Creates a new instance CylinderParticleEmitter
  81159. * @param radius the radius of the emission cylinder (1 by default)
  81160. * @param height the height of the emission cylinder (1 by default)
  81161. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81162. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81163. */
  81164. constructor(
  81165. /**
  81166. * The radius of the emission cylinder.
  81167. */
  81168. radius?: number,
  81169. /**
  81170. * The height of the emission cylinder.
  81171. */
  81172. height?: number,
  81173. /**
  81174. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81175. */
  81176. radiusRange?: number,
  81177. /**
  81178. * How much to randomize the particle direction [0-1].
  81179. */
  81180. directionRandomizer?: number);
  81181. /**
  81182. * Called by the particle System when the direction is computed for the created particle.
  81183. * @param worldMatrix is the world matrix of the particle system
  81184. * @param directionToUpdate is the direction vector to update with the result
  81185. * @param particle is the particle we are computed the direction for
  81186. */
  81187. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81188. /**
  81189. * Called by the particle System when the position is computed for the created particle.
  81190. * @param worldMatrix is the world matrix of the particle system
  81191. * @param positionToUpdate is the position vector to update with the result
  81192. * @param particle is the particle we are computed the position for
  81193. */
  81194. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81195. /**
  81196. * Clones the current emitter and returns a copy of it
  81197. * @returns the new emitter
  81198. */
  81199. clone(): CylinderParticleEmitter;
  81200. /**
  81201. * Called by the GPUParticleSystem to setup the update shader
  81202. * @param effect defines the update shader
  81203. */
  81204. applyToShader(effect: Effect): void;
  81205. /**
  81206. * Returns a string to use to update the GPU particles update shader
  81207. * @returns a string containng the defines string
  81208. */
  81209. getEffectDefines(): string;
  81210. /**
  81211. * Returns the string "CylinderParticleEmitter"
  81212. * @returns a string containing the class name
  81213. */
  81214. getClassName(): string;
  81215. /**
  81216. * Serializes the particle system to a JSON object.
  81217. * @returns the JSON object
  81218. */
  81219. serialize(): any;
  81220. /**
  81221. * Parse properties from a JSON object
  81222. * @param serializationObject defines the JSON object
  81223. */
  81224. parse(serializationObject: any): void;
  81225. }
  81226. /**
  81227. * Particle emitter emitting particles from the inside of a cylinder.
  81228. * It emits the particles randomly between two vectors.
  81229. */
  81230. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81231. /**
  81232. * The min limit of the emission direction.
  81233. */
  81234. direction1: Vector3;
  81235. /**
  81236. * The max limit of the emission direction.
  81237. */
  81238. direction2: Vector3;
  81239. /**
  81240. * Creates a new instance CylinderDirectedParticleEmitter
  81241. * @param radius the radius of the emission cylinder (1 by default)
  81242. * @param height the height of the emission cylinder (1 by default)
  81243. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81244. * @param direction1 the min limit of the emission direction (up vector by default)
  81245. * @param direction2 the max limit of the emission direction (up vector by default)
  81246. */
  81247. constructor(radius?: number, height?: number, radiusRange?: number,
  81248. /**
  81249. * The min limit of the emission direction.
  81250. */
  81251. direction1?: Vector3,
  81252. /**
  81253. * The max limit of the emission direction.
  81254. */
  81255. direction2?: Vector3);
  81256. /**
  81257. * Called by the particle System when the direction is computed for the created particle.
  81258. * @param worldMatrix is the world matrix of the particle system
  81259. * @param directionToUpdate is the direction vector to update with the result
  81260. * @param particle is the particle we are computed the direction for
  81261. */
  81262. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81263. /**
  81264. * Clones the current emitter and returns a copy of it
  81265. * @returns the new emitter
  81266. */
  81267. clone(): CylinderDirectedParticleEmitter;
  81268. /**
  81269. * Called by the GPUParticleSystem to setup the update shader
  81270. * @param effect defines the update shader
  81271. */
  81272. applyToShader(effect: Effect): void;
  81273. /**
  81274. * Returns a string to use to update the GPU particles update shader
  81275. * @returns a string containng the defines string
  81276. */
  81277. getEffectDefines(): string;
  81278. /**
  81279. * Returns the string "CylinderDirectedParticleEmitter"
  81280. * @returns a string containing the class name
  81281. */
  81282. getClassName(): string;
  81283. /**
  81284. * Serializes the particle system to a JSON object.
  81285. * @returns the JSON object
  81286. */
  81287. serialize(): any;
  81288. /**
  81289. * Parse properties from a JSON object
  81290. * @param serializationObject defines the JSON object
  81291. */
  81292. parse(serializationObject: any): void;
  81293. }
  81294. }
  81295. declare module BABYLON {
  81296. /**
  81297. * Particle emitter emitting particles from the inside of a hemisphere.
  81298. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81299. */
  81300. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81301. /**
  81302. * The radius of the emission hemisphere.
  81303. */
  81304. radius: number;
  81305. /**
  81306. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81307. */
  81308. radiusRange: number;
  81309. /**
  81310. * How much to randomize the particle direction [0-1].
  81311. */
  81312. directionRandomizer: number;
  81313. /**
  81314. * Creates a new instance HemisphericParticleEmitter
  81315. * @param radius the radius of the emission hemisphere (1 by default)
  81316. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81317. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81318. */
  81319. constructor(
  81320. /**
  81321. * The radius of the emission hemisphere.
  81322. */
  81323. radius?: number,
  81324. /**
  81325. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81326. */
  81327. radiusRange?: number,
  81328. /**
  81329. * How much to randomize the particle direction [0-1].
  81330. */
  81331. directionRandomizer?: number);
  81332. /**
  81333. * Called by the particle System when the direction is computed for the created particle.
  81334. * @param worldMatrix is the world matrix of the particle system
  81335. * @param directionToUpdate is the direction vector to update with the result
  81336. * @param particle is the particle we are computed the direction for
  81337. */
  81338. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81339. /**
  81340. * Called by the particle System when the position is computed for the created particle.
  81341. * @param worldMatrix is the world matrix of the particle system
  81342. * @param positionToUpdate is the position vector to update with the result
  81343. * @param particle is the particle we are computed the position for
  81344. */
  81345. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81346. /**
  81347. * Clones the current emitter and returns a copy of it
  81348. * @returns the new emitter
  81349. */
  81350. clone(): HemisphericParticleEmitter;
  81351. /**
  81352. * Called by the GPUParticleSystem to setup the update shader
  81353. * @param effect defines the update shader
  81354. */
  81355. applyToShader(effect: Effect): void;
  81356. /**
  81357. * Returns a string to use to update the GPU particles update shader
  81358. * @returns a string containng the defines string
  81359. */
  81360. getEffectDefines(): string;
  81361. /**
  81362. * Returns the string "HemisphericParticleEmitter"
  81363. * @returns a string containing the class name
  81364. */
  81365. getClassName(): string;
  81366. /**
  81367. * Serializes the particle system to a JSON object.
  81368. * @returns the JSON object
  81369. */
  81370. serialize(): any;
  81371. /**
  81372. * Parse properties from a JSON object
  81373. * @param serializationObject defines the JSON object
  81374. */
  81375. parse(serializationObject: any): void;
  81376. }
  81377. }
  81378. declare module BABYLON {
  81379. /**
  81380. * Particle emitter emitting particles from a point.
  81381. * It emits the particles randomly between 2 given directions.
  81382. */
  81383. export class PointParticleEmitter implements IParticleEmitterType {
  81384. /**
  81385. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81386. */
  81387. direction1: Vector3;
  81388. /**
  81389. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81390. */
  81391. direction2: Vector3;
  81392. /**
  81393. * Creates a new instance PointParticleEmitter
  81394. */
  81395. constructor();
  81396. /**
  81397. * Called by the particle System when the direction is computed for the created particle.
  81398. * @param worldMatrix is the world matrix of the particle system
  81399. * @param directionToUpdate is the direction vector to update with the result
  81400. * @param particle is the particle we are computed the direction for
  81401. */
  81402. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81403. /**
  81404. * Called by the particle System when the position is computed for the created particle.
  81405. * @param worldMatrix is the world matrix of the particle system
  81406. * @param positionToUpdate is the position vector to update with the result
  81407. * @param particle is the particle we are computed the position for
  81408. */
  81409. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81410. /**
  81411. * Clones the current emitter and returns a copy of it
  81412. * @returns the new emitter
  81413. */
  81414. clone(): PointParticleEmitter;
  81415. /**
  81416. * Called by the GPUParticleSystem to setup the update shader
  81417. * @param effect defines the update shader
  81418. */
  81419. applyToShader(effect: Effect): void;
  81420. /**
  81421. * Returns a string to use to update the GPU particles update shader
  81422. * @returns a string containng the defines string
  81423. */
  81424. getEffectDefines(): string;
  81425. /**
  81426. * Returns the string "PointParticleEmitter"
  81427. * @returns a string containing the class name
  81428. */
  81429. getClassName(): string;
  81430. /**
  81431. * Serializes the particle system to a JSON object.
  81432. * @returns the JSON object
  81433. */
  81434. serialize(): any;
  81435. /**
  81436. * Parse properties from a JSON object
  81437. * @param serializationObject defines the JSON object
  81438. */
  81439. parse(serializationObject: any): void;
  81440. }
  81441. }
  81442. declare module BABYLON {
  81443. /**
  81444. * Particle emitter emitting particles from the inside of a sphere.
  81445. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81446. */
  81447. export class SphereParticleEmitter implements IParticleEmitterType {
  81448. /**
  81449. * The radius of the emission sphere.
  81450. */
  81451. radius: number;
  81452. /**
  81453. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81454. */
  81455. radiusRange: number;
  81456. /**
  81457. * How much to randomize the particle direction [0-1].
  81458. */
  81459. directionRandomizer: number;
  81460. /**
  81461. * Creates a new instance SphereParticleEmitter
  81462. * @param radius the radius of the emission sphere (1 by default)
  81463. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81464. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81465. */
  81466. constructor(
  81467. /**
  81468. * The radius of the emission sphere.
  81469. */
  81470. radius?: number,
  81471. /**
  81472. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81473. */
  81474. radiusRange?: number,
  81475. /**
  81476. * How much to randomize the particle direction [0-1].
  81477. */
  81478. directionRandomizer?: number);
  81479. /**
  81480. * Called by the particle System when the direction is computed for the created particle.
  81481. * @param worldMatrix is the world matrix of the particle system
  81482. * @param directionToUpdate is the direction vector to update with the result
  81483. * @param particle is the particle we are computed the direction for
  81484. */
  81485. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81486. /**
  81487. * Called by the particle System when the position is computed for the created particle.
  81488. * @param worldMatrix is the world matrix of the particle system
  81489. * @param positionToUpdate is the position vector to update with the result
  81490. * @param particle is the particle we are computed the position for
  81491. */
  81492. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81493. /**
  81494. * Clones the current emitter and returns a copy of it
  81495. * @returns the new emitter
  81496. */
  81497. clone(): SphereParticleEmitter;
  81498. /**
  81499. * Called by the GPUParticleSystem to setup the update shader
  81500. * @param effect defines the update shader
  81501. */
  81502. applyToShader(effect: Effect): void;
  81503. /**
  81504. * Returns a string to use to update the GPU particles update shader
  81505. * @returns a string containng the defines string
  81506. */
  81507. getEffectDefines(): string;
  81508. /**
  81509. * Returns the string "SphereParticleEmitter"
  81510. * @returns a string containing the class name
  81511. */
  81512. getClassName(): string;
  81513. /**
  81514. * Serializes the particle system to a JSON object.
  81515. * @returns the JSON object
  81516. */
  81517. serialize(): any;
  81518. /**
  81519. * Parse properties from a JSON object
  81520. * @param serializationObject defines the JSON object
  81521. */
  81522. parse(serializationObject: any): void;
  81523. }
  81524. /**
  81525. * Particle emitter emitting particles from the inside of a sphere.
  81526. * It emits the particles randomly between two vectors.
  81527. */
  81528. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81529. /**
  81530. * The min limit of the emission direction.
  81531. */
  81532. direction1: Vector3;
  81533. /**
  81534. * The max limit of the emission direction.
  81535. */
  81536. direction2: Vector3;
  81537. /**
  81538. * Creates a new instance SphereDirectedParticleEmitter
  81539. * @param radius the radius of the emission sphere (1 by default)
  81540. * @param direction1 the min limit of the emission direction (up vector by default)
  81541. * @param direction2 the max limit of the emission direction (up vector by default)
  81542. */
  81543. constructor(radius?: number,
  81544. /**
  81545. * The min limit of the emission direction.
  81546. */
  81547. direction1?: Vector3,
  81548. /**
  81549. * The max limit of the emission direction.
  81550. */
  81551. direction2?: Vector3);
  81552. /**
  81553. * Called by the particle System when the direction is computed for the created particle.
  81554. * @param worldMatrix is the world matrix of the particle system
  81555. * @param directionToUpdate is the direction vector to update with the result
  81556. * @param particle is the particle we are computed the direction for
  81557. */
  81558. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81559. /**
  81560. * Clones the current emitter and returns a copy of it
  81561. * @returns the new emitter
  81562. */
  81563. clone(): SphereDirectedParticleEmitter;
  81564. /**
  81565. * Called by the GPUParticleSystem to setup the update shader
  81566. * @param effect defines the update shader
  81567. */
  81568. applyToShader(effect: Effect): void;
  81569. /**
  81570. * Returns a string to use to update the GPU particles update shader
  81571. * @returns a string containng the defines string
  81572. */
  81573. getEffectDefines(): string;
  81574. /**
  81575. * Returns the string "SphereDirectedParticleEmitter"
  81576. * @returns a string containing the class name
  81577. */
  81578. getClassName(): string;
  81579. /**
  81580. * Serializes the particle system to a JSON object.
  81581. * @returns the JSON object
  81582. */
  81583. serialize(): any;
  81584. /**
  81585. * Parse properties from a JSON object
  81586. * @param serializationObject defines the JSON object
  81587. */
  81588. parse(serializationObject: any): void;
  81589. }
  81590. }
  81591. declare module BABYLON {
  81592. /**
  81593. * Interface representing a particle system in Babylon.js.
  81594. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81595. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81596. */
  81597. export interface IParticleSystem {
  81598. /**
  81599. * List of animations used by the particle system.
  81600. */
  81601. animations: Animation[];
  81602. /**
  81603. * The id of the Particle system.
  81604. */
  81605. id: string;
  81606. /**
  81607. * The name of the Particle system.
  81608. */
  81609. name: string;
  81610. /**
  81611. * The emitter represents the Mesh or position we are attaching the particle system to.
  81612. */
  81613. emitter: Nullable<AbstractMesh | Vector3>;
  81614. /**
  81615. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81616. */
  81617. isBillboardBased: boolean;
  81618. /**
  81619. * The rendering group used by the Particle system to chose when to render.
  81620. */
  81621. renderingGroupId: number;
  81622. /**
  81623. * The layer mask we are rendering the particles through.
  81624. */
  81625. layerMask: number;
  81626. /**
  81627. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81628. */
  81629. updateSpeed: number;
  81630. /**
  81631. * The amount of time the particle system is running (depends of the overall update speed).
  81632. */
  81633. targetStopDuration: number;
  81634. /**
  81635. * The texture used to render each particle. (this can be a spritesheet)
  81636. */
  81637. particleTexture: Nullable<Texture>;
  81638. /**
  81639. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81640. */
  81641. blendMode: number;
  81642. /**
  81643. * Minimum life time of emitting particles.
  81644. */
  81645. minLifeTime: number;
  81646. /**
  81647. * Maximum life time of emitting particles.
  81648. */
  81649. maxLifeTime: number;
  81650. /**
  81651. * Minimum Size of emitting particles.
  81652. */
  81653. minSize: number;
  81654. /**
  81655. * Maximum Size of emitting particles.
  81656. */
  81657. maxSize: number;
  81658. /**
  81659. * Minimum scale of emitting particles on X axis.
  81660. */
  81661. minScaleX: number;
  81662. /**
  81663. * Maximum scale of emitting particles on X axis.
  81664. */
  81665. maxScaleX: number;
  81666. /**
  81667. * Minimum scale of emitting particles on Y axis.
  81668. */
  81669. minScaleY: number;
  81670. /**
  81671. * Maximum scale of emitting particles on Y axis.
  81672. */
  81673. maxScaleY: number;
  81674. /**
  81675. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81676. */
  81677. color1: Color4;
  81678. /**
  81679. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81680. */
  81681. color2: Color4;
  81682. /**
  81683. * Color the particle will have at the end of its lifetime.
  81684. */
  81685. colorDead: Color4;
  81686. /**
  81687. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81688. */
  81689. emitRate: number;
  81690. /**
  81691. * You can use gravity if you want to give an orientation to your particles.
  81692. */
  81693. gravity: Vector3;
  81694. /**
  81695. * Minimum power of emitting particles.
  81696. */
  81697. minEmitPower: number;
  81698. /**
  81699. * Maximum power of emitting particles.
  81700. */
  81701. maxEmitPower: number;
  81702. /**
  81703. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81704. */
  81705. minAngularSpeed: number;
  81706. /**
  81707. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81708. */
  81709. maxAngularSpeed: number;
  81710. /**
  81711. * Gets or sets the minimal initial rotation in radians.
  81712. */
  81713. minInitialRotation: number;
  81714. /**
  81715. * Gets or sets the maximal initial rotation in radians.
  81716. */
  81717. maxInitialRotation: number;
  81718. /**
  81719. * The particle emitter type defines the emitter used by the particle system.
  81720. * It can be for example box, sphere, or cone...
  81721. */
  81722. particleEmitterType: Nullable<IParticleEmitterType>;
  81723. /**
  81724. * Defines the delay in milliseconds before starting the system (0 by default)
  81725. */
  81726. startDelay: number;
  81727. /**
  81728. * 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
  81729. */
  81730. preWarmCycles: number;
  81731. /**
  81732. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81733. */
  81734. preWarmStepOffset: number;
  81735. /**
  81736. * 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)
  81737. */
  81738. spriteCellChangeSpeed: number;
  81739. /**
  81740. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81741. */
  81742. startSpriteCellID: number;
  81743. /**
  81744. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81745. */
  81746. endSpriteCellID: number;
  81747. /**
  81748. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81749. */
  81750. spriteCellWidth: number;
  81751. /**
  81752. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81753. */
  81754. spriteCellHeight: number;
  81755. /**
  81756. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81757. */
  81758. spriteRandomStartCell: boolean;
  81759. /**
  81760. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  81761. */
  81762. isAnimationSheetEnabled: boolean;
  81763. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81764. translationPivot: Vector2;
  81765. /**
  81766. * Gets or sets a texture used to add random noise to particle positions
  81767. */
  81768. noiseTexture: Nullable<BaseTexture>;
  81769. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81770. noiseStrength: Vector3;
  81771. /**
  81772. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81773. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81774. */
  81775. billboardMode: number;
  81776. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81777. limitVelocityDamping: number;
  81778. /**
  81779. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81780. */
  81781. beginAnimationOnStart: boolean;
  81782. /**
  81783. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81784. */
  81785. beginAnimationFrom: number;
  81786. /**
  81787. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81788. */
  81789. beginAnimationTo: number;
  81790. /**
  81791. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81792. */
  81793. beginAnimationLoop: boolean;
  81794. /**
  81795. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81796. */
  81797. disposeOnStop: boolean;
  81798. /**
  81799. * Gets the maximum number of particles active at the same time.
  81800. * @returns The max number of active particles.
  81801. */
  81802. getCapacity(): number;
  81803. /**
  81804. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81805. * @returns True if it has been started, otherwise false.
  81806. */
  81807. isStarted(): boolean;
  81808. /**
  81809. * Animates the particle system for this frame.
  81810. */
  81811. animate(): void;
  81812. /**
  81813. * Renders the particle system in its current state.
  81814. * @returns the current number of particles
  81815. */
  81816. render(): number;
  81817. /**
  81818. * Dispose the particle system and frees its associated resources.
  81819. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81820. */
  81821. dispose(disposeTexture?: boolean): void;
  81822. /**
  81823. * Clones the particle system.
  81824. * @param name The name of the cloned object
  81825. * @param newEmitter The new emitter to use
  81826. * @returns the cloned particle system
  81827. */
  81828. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  81829. /**
  81830. * Serializes the particle system to a JSON object.
  81831. * @returns the JSON object
  81832. */
  81833. serialize(): any;
  81834. /**
  81835. * Rebuild the particle system
  81836. */
  81837. rebuild(): void;
  81838. /**
  81839. * Starts the particle system and begins to emit
  81840. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  81841. */
  81842. start(delay?: number): void;
  81843. /**
  81844. * Stops the particle system.
  81845. */
  81846. stop(): void;
  81847. /**
  81848. * Remove all active particles
  81849. */
  81850. reset(): void;
  81851. /**
  81852. * Is this system ready to be used/rendered
  81853. * @return true if the system is ready
  81854. */
  81855. isReady(): boolean;
  81856. /**
  81857. * Adds a new color gradient
  81858. * @param gradient defines the gradient to use (between 0 and 1)
  81859. * @param color1 defines the color to affect to the specified gradient
  81860. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81861. * @returns the current particle system
  81862. */
  81863. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81864. /**
  81865. * Remove a specific color gradient
  81866. * @param gradient defines the gradient to remove
  81867. * @returns the current particle system
  81868. */
  81869. removeColorGradient(gradient: number): IParticleSystem;
  81870. /**
  81871. * Adds a new size gradient
  81872. * @param gradient defines the gradient to use (between 0 and 1)
  81873. * @param factor defines the size factor to affect to the specified gradient
  81874. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81875. * @returns the current particle system
  81876. */
  81877. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81878. /**
  81879. * Remove a specific size gradient
  81880. * @param gradient defines the gradient to remove
  81881. * @returns the current particle system
  81882. */
  81883. removeSizeGradient(gradient: number): IParticleSystem;
  81884. /**
  81885. * Gets the current list of color gradients.
  81886. * You must use addColorGradient and removeColorGradient to udpate this list
  81887. * @returns the list of color gradients
  81888. */
  81889. getColorGradients(): Nullable<Array<ColorGradient>>;
  81890. /**
  81891. * Gets the current list of size gradients.
  81892. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81893. * @returns the list of size gradients
  81894. */
  81895. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81896. /**
  81897. * Gets the current list of angular speed gradients.
  81898. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81899. * @returns the list of angular speed gradients
  81900. */
  81901. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81902. /**
  81903. * Adds a new angular speed gradient
  81904. * @param gradient defines the gradient to use (between 0 and 1)
  81905. * @param factor defines the angular speed to affect to the specified gradient
  81906. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81907. * @returns the current particle system
  81908. */
  81909. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81910. /**
  81911. * Remove a specific angular speed gradient
  81912. * @param gradient defines the gradient to remove
  81913. * @returns the current particle system
  81914. */
  81915. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81916. /**
  81917. * Gets the current list of velocity gradients.
  81918. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81919. * @returns the list of velocity gradients
  81920. */
  81921. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81922. /**
  81923. * Adds a new velocity gradient
  81924. * @param gradient defines the gradient to use (between 0 and 1)
  81925. * @param factor defines the velocity to affect to the specified gradient
  81926. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81927. * @returns the current particle system
  81928. */
  81929. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81930. /**
  81931. * Remove a specific velocity gradient
  81932. * @param gradient defines the gradient to remove
  81933. * @returns the current particle system
  81934. */
  81935. removeVelocityGradient(gradient: number): IParticleSystem;
  81936. /**
  81937. * Gets the current list of limit velocity gradients.
  81938. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81939. * @returns the list of limit velocity gradients
  81940. */
  81941. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81942. /**
  81943. * Adds a new limit velocity gradient
  81944. * @param gradient defines the gradient to use (between 0 and 1)
  81945. * @param factor defines the limit velocity to affect to the specified gradient
  81946. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81947. * @returns the current particle system
  81948. */
  81949. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81950. /**
  81951. * Remove a specific limit velocity gradient
  81952. * @param gradient defines the gradient to remove
  81953. * @returns the current particle system
  81954. */
  81955. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81956. /**
  81957. * Adds a new drag gradient
  81958. * @param gradient defines the gradient to use (between 0 and 1)
  81959. * @param factor defines the drag to affect to the specified gradient
  81960. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81961. * @returns the current particle system
  81962. */
  81963. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81964. /**
  81965. * Remove a specific drag gradient
  81966. * @param gradient defines the gradient to remove
  81967. * @returns the current particle system
  81968. */
  81969. removeDragGradient(gradient: number): IParticleSystem;
  81970. /**
  81971. * Gets the current list of drag gradients.
  81972. * You must use addDragGradient and removeDragGradient to udpate this list
  81973. * @returns the list of drag gradients
  81974. */
  81975. getDragGradients(): Nullable<Array<FactorGradient>>;
  81976. /**
  81977. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81978. * @param gradient defines the gradient to use (between 0 and 1)
  81979. * @param factor defines the emit rate to affect to the specified gradient
  81980. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81981. * @returns the current particle system
  81982. */
  81983. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81984. /**
  81985. * Remove a specific emit rate gradient
  81986. * @param gradient defines the gradient to remove
  81987. * @returns the current particle system
  81988. */
  81989. removeEmitRateGradient(gradient: number): IParticleSystem;
  81990. /**
  81991. * Gets the current list of emit rate gradients.
  81992. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81993. * @returns the list of emit rate gradients
  81994. */
  81995. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81996. /**
  81997. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81998. * @param gradient defines the gradient to use (between 0 and 1)
  81999. * @param factor defines the start size to affect to the specified gradient
  82000. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82001. * @returns the current particle system
  82002. */
  82003. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82004. /**
  82005. * Remove a specific start size gradient
  82006. * @param gradient defines the gradient to remove
  82007. * @returns the current particle system
  82008. */
  82009. removeStartSizeGradient(gradient: number): IParticleSystem;
  82010. /**
  82011. * Gets the current list of start size gradients.
  82012. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82013. * @returns the list of start size gradients
  82014. */
  82015. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82016. /**
  82017. * Adds a new life time gradient
  82018. * @param gradient defines the gradient to use (between 0 and 1)
  82019. * @param factor defines the life time factor to affect to the specified gradient
  82020. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82021. * @returns the current particle system
  82022. */
  82023. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82024. /**
  82025. * Remove a specific life time gradient
  82026. * @param gradient defines the gradient to remove
  82027. * @returns the current particle system
  82028. */
  82029. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82030. /**
  82031. * Gets the current list of life time gradients.
  82032. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82033. * @returns the list of life time gradients
  82034. */
  82035. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82036. /**
  82037. * Gets the current list of color gradients.
  82038. * You must use addColorGradient and removeColorGradient to udpate this list
  82039. * @returns the list of color gradients
  82040. */
  82041. getColorGradients(): Nullable<Array<ColorGradient>>;
  82042. /**
  82043. * Adds a new ramp gradient used to remap particle colors
  82044. * @param gradient defines the gradient to use (between 0 and 1)
  82045. * @param color defines the color to affect to the specified gradient
  82046. * @returns the current particle system
  82047. */
  82048. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82049. /**
  82050. * Gets the current list of ramp gradients.
  82051. * You must use addRampGradient and removeRampGradient to udpate this list
  82052. * @returns the list of ramp gradients
  82053. */
  82054. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82055. /** Gets or sets a boolean indicating that ramp gradients must be used
  82056. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82057. */
  82058. useRampGradients: boolean;
  82059. /**
  82060. * Adds a new color remap gradient
  82061. * @param gradient defines the gradient to use (between 0 and 1)
  82062. * @param min defines the color remap minimal range
  82063. * @param max defines the color remap maximal range
  82064. * @returns the current particle system
  82065. */
  82066. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82067. /**
  82068. * Gets the current list of color remap gradients.
  82069. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82070. * @returns the list of color remap gradients
  82071. */
  82072. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82073. /**
  82074. * Adds a new alpha remap gradient
  82075. * @param gradient defines the gradient to use (between 0 and 1)
  82076. * @param min defines the alpha remap minimal range
  82077. * @param max defines the alpha remap maximal range
  82078. * @returns the current particle system
  82079. */
  82080. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82081. /**
  82082. * Gets the current list of alpha remap gradients.
  82083. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82084. * @returns the list of alpha remap gradients
  82085. */
  82086. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82087. /**
  82088. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82089. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82090. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82091. * @returns the emitter
  82092. */
  82093. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82094. /**
  82095. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82096. * @param radius The radius of the hemisphere to emit from
  82097. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82098. * @returns the emitter
  82099. */
  82100. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82101. /**
  82102. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82103. * @param radius The radius of the sphere to emit from
  82104. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82105. * @returns the emitter
  82106. */
  82107. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82108. /**
  82109. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82110. * @param radius The radius of the sphere to emit from
  82111. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82112. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82113. * @returns the emitter
  82114. */
  82115. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82116. /**
  82117. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82118. * @param radius The radius of the emission cylinder
  82119. * @param height The height of the emission cylinder
  82120. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82121. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82122. * @returns the emitter
  82123. */
  82124. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82125. /**
  82126. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82127. * @param radius The radius of the cylinder to emit from
  82128. * @param height The height of the emission cylinder
  82129. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82130. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82131. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82132. * @returns the emitter
  82133. */
  82134. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82135. /**
  82136. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82137. * @param radius The radius of the cone to emit from
  82138. * @param angle The base angle of the cone
  82139. * @returns the emitter
  82140. */
  82141. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82142. /**
  82143. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82144. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82145. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82146. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82147. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82148. * @returns the emitter
  82149. */
  82150. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82151. /**
  82152. * Get hosting scene
  82153. * @returns the scene
  82154. */
  82155. getScene(): Scene;
  82156. }
  82157. }
  82158. declare module BABYLON {
  82159. /**
  82160. * Creates an instance based on a source mesh.
  82161. */
  82162. export class InstancedMesh extends AbstractMesh {
  82163. private _sourceMesh;
  82164. private _currentLOD;
  82165. /** @hidden */
  82166. _indexInSourceMeshInstanceArray: number;
  82167. constructor(name: string, source: Mesh);
  82168. /**
  82169. * Returns the string "InstancedMesh".
  82170. */
  82171. getClassName(): string;
  82172. /** Gets the list of lights affecting that mesh */
  82173. readonly lightSources: Light[];
  82174. _resyncLightSources(): void;
  82175. _resyncLighSource(light: Light): void;
  82176. _removeLightSource(light: Light): void;
  82177. /**
  82178. * If the source mesh receives shadows
  82179. */
  82180. readonly receiveShadows: boolean;
  82181. /**
  82182. * The material of the source mesh
  82183. */
  82184. readonly material: Nullable<Material>;
  82185. /**
  82186. * Visibility of the source mesh
  82187. */
  82188. readonly visibility: number;
  82189. /**
  82190. * Skeleton of the source mesh
  82191. */
  82192. readonly skeleton: Nullable<Skeleton>;
  82193. /**
  82194. * Rendering ground id of the source mesh
  82195. */
  82196. renderingGroupId: number;
  82197. /**
  82198. * Returns the total number of vertices (integer).
  82199. */
  82200. getTotalVertices(): number;
  82201. /**
  82202. * Returns a positive integer : the total number of indices in this mesh geometry.
  82203. * @returns the numner of indices or zero if the mesh has no geometry.
  82204. */
  82205. getTotalIndices(): number;
  82206. /**
  82207. * The source mesh of the instance
  82208. */
  82209. readonly sourceMesh: Mesh;
  82210. /**
  82211. * Is this node ready to be used/rendered
  82212. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82213. * @return {boolean} is it ready
  82214. */
  82215. isReady(completeCheck?: boolean): boolean;
  82216. /**
  82217. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82218. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82219. * @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.
  82220. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82221. */
  82222. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82223. /**
  82224. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82225. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82226. * The `data` are either a numeric array either a Float32Array.
  82227. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82228. * 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).
  82229. * Note that a new underlying VertexBuffer object is created each call.
  82230. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82231. *
  82232. * Possible `kind` values :
  82233. * - VertexBuffer.PositionKind
  82234. * - VertexBuffer.UVKind
  82235. * - VertexBuffer.UV2Kind
  82236. * - VertexBuffer.UV3Kind
  82237. * - VertexBuffer.UV4Kind
  82238. * - VertexBuffer.UV5Kind
  82239. * - VertexBuffer.UV6Kind
  82240. * - VertexBuffer.ColorKind
  82241. * - VertexBuffer.MatricesIndicesKind
  82242. * - VertexBuffer.MatricesIndicesExtraKind
  82243. * - VertexBuffer.MatricesWeightsKind
  82244. * - VertexBuffer.MatricesWeightsExtraKind
  82245. *
  82246. * Returns the Mesh.
  82247. */
  82248. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82249. /**
  82250. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82251. * If the mesh has no geometry, it is simply returned as it is.
  82252. * The `data` are either a numeric array either a Float32Array.
  82253. * No new underlying VertexBuffer object is created.
  82254. * 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.
  82255. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82256. *
  82257. * Possible `kind` values :
  82258. * - VertexBuffer.PositionKind
  82259. * - VertexBuffer.UVKind
  82260. * - VertexBuffer.UV2Kind
  82261. * - VertexBuffer.UV3Kind
  82262. * - VertexBuffer.UV4Kind
  82263. * - VertexBuffer.UV5Kind
  82264. * - VertexBuffer.UV6Kind
  82265. * - VertexBuffer.ColorKind
  82266. * - VertexBuffer.MatricesIndicesKind
  82267. * - VertexBuffer.MatricesIndicesExtraKind
  82268. * - VertexBuffer.MatricesWeightsKind
  82269. * - VertexBuffer.MatricesWeightsExtraKind
  82270. *
  82271. * Returns the Mesh.
  82272. */
  82273. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82274. /**
  82275. * Sets the mesh indices.
  82276. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82277. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82278. * This method creates a new index buffer each call.
  82279. * Returns the Mesh.
  82280. */
  82281. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82282. /**
  82283. * Boolean : True if the mesh owns the requested kind of data.
  82284. */
  82285. isVerticesDataPresent(kind: string): boolean;
  82286. /**
  82287. * Returns an array of indices (IndicesArray).
  82288. */
  82289. getIndices(): Nullable<IndicesArray>;
  82290. readonly _positions: Nullable<Vector3[]>;
  82291. /**
  82292. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82293. * This means the mesh underlying bounding box and sphere are recomputed.
  82294. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82295. * @returns the current mesh
  82296. */
  82297. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82298. /** @hidden */
  82299. _preActivate(): InstancedMesh;
  82300. /** @hidden */
  82301. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82302. /** @hidden */
  82303. _postActivate(): void;
  82304. getWorldMatrix(): Matrix;
  82305. readonly isAnInstance: boolean;
  82306. /**
  82307. * Returns the current associated LOD AbstractMesh.
  82308. */
  82309. getLOD(camera: Camera): AbstractMesh;
  82310. /** @hidden */
  82311. _syncSubMeshes(): InstancedMesh;
  82312. /** @hidden */
  82313. _generatePointsArray(): boolean;
  82314. /**
  82315. * Creates a new InstancedMesh from the current mesh.
  82316. * - name (string) : the cloned mesh name
  82317. * - newParent (optional Node) : the optional Node to parent the clone to.
  82318. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82319. *
  82320. * Returns the clone.
  82321. */
  82322. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82323. /**
  82324. * Disposes the InstancedMesh.
  82325. * Returns nothing.
  82326. */
  82327. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82328. }
  82329. }
  82330. declare module BABYLON {
  82331. /**
  82332. * Defines the options associated with the creation of a shader material.
  82333. */
  82334. export interface IShaderMaterialOptions {
  82335. /**
  82336. * Does the material work in alpha blend mode
  82337. */
  82338. needAlphaBlending: boolean;
  82339. /**
  82340. * Does the material work in alpha test mode
  82341. */
  82342. needAlphaTesting: boolean;
  82343. /**
  82344. * The list of attribute names used in the shader
  82345. */
  82346. attributes: string[];
  82347. /**
  82348. * The list of unifrom names used in the shader
  82349. */
  82350. uniforms: string[];
  82351. /**
  82352. * The list of UBO names used in the shader
  82353. */
  82354. uniformBuffers: string[];
  82355. /**
  82356. * The list of sampler names used in the shader
  82357. */
  82358. samplers: string[];
  82359. /**
  82360. * The list of defines used in the shader
  82361. */
  82362. defines: string[];
  82363. }
  82364. /**
  82365. * 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.
  82366. *
  82367. * This returned material effects how the mesh will look based on the code in the shaders.
  82368. *
  82369. * @see http://doc.babylonjs.com/how_to/shader_material
  82370. */
  82371. export class ShaderMaterial extends Material {
  82372. private _shaderPath;
  82373. private _options;
  82374. private _textures;
  82375. private _textureArrays;
  82376. private _floats;
  82377. private _ints;
  82378. private _floatsArrays;
  82379. private _colors3;
  82380. private _colors3Arrays;
  82381. private _colors4;
  82382. private _colors4Arrays;
  82383. private _vectors2;
  82384. private _vectors3;
  82385. private _vectors4;
  82386. private _matrices;
  82387. private _matrices3x3;
  82388. private _matrices2x2;
  82389. private _vectors2Arrays;
  82390. private _vectors3Arrays;
  82391. private _vectors4Arrays;
  82392. private _cachedWorldViewMatrix;
  82393. private _cachedWorldViewProjectionMatrix;
  82394. private _renderId;
  82395. /**
  82396. * Instantiate a new shader material.
  82397. * 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.
  82398. * This returned material effects how the mesh will look based on the code in the shaders.
  82399. * @see http://doc.babylonjs.com/how_to/shader_material
  82400. * @param name Define the name of the material in the scene
  82401. * @param scene Define the scene the material belongs to
  82402. * @param shaderPath Defines the route to the shader code in one of three ways:
  82403. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82404. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82405. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82406. * @param options Define the options used to create the shader
  82407. */
  82408. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82409. /**
  82410. * Gets the options used to compile the shader.
  82411. * They can be modified to trigger a new compilation
  82412. */
  82413. readonly options: IShaderMaterialOptions;
  82414. /**
  82415. * Gets the current class name of the material e.g. "ShaderMaterial"
  82416. * Mainly use in serialization.
  82417. * @returns the class name
  82418. */
  82419. getClassName(): string;
  82420. /**
  82421. * Specifies if the material will require alpha blending
  82422. * @returns a boolean specifying if alpha blending is needed
  82423. */
  82424. needAlphaBlending(): boolean;
  82425. /**
  82426. * Specifies if this material should be rendered in alpha test mode
  82427. * @returns a boolean specifying if an alpha test is needed.
  82428. */
  82429. needAlphaTesting(): boolean;
  82430. private _checkUniform;
  82431. /**
  82432. * Set a texture in the shader.
  82433. * @param name Define the name of the uniform samplers as defined in the shader
  82434. * @param texture Define the texture to bind to this sampler
  82435. * @return the material itself allowing "fluent" like uniform updates
  82436. */
  82437. setTexture(name: string, texture: Texture): ShaderMaterial;
  82438. /**
  82439. * Set a texture array in the shader.
  82440. * @param name Define the name of the uniform sampler array as defined in the shader
  82441. * @param textures Define the list of textures to bind to this sampler
  82442. * @return the material itself allowing "fluent" like uniform updates
  82443. */
  82444. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82445. /**
  82446. * Set a float in the shader.
  82447. * @param name Define the name of the uniform as defined in the shader
  82448. * @param value Define the value to give to the uniform
  82449. * @return the material itself allowing "fluent" like uniform updates
  82450. */
  82451. setFloat(name: string, value: number): ShaderMaterial;
  82452. /**
  82453. * Set a int in the shader.
  82454. * @param name Define the name of the uniform as defined in the shader
  82455. * @param value Define the value to give to the uniform
  82456. * @return the material itself allowing "fluent" like uniform updates
  82457. */
  82458. setInt(name: string, value: number): ShaderMaterial;
  82459. /**
  82460. * Set an array of floats in the shader.
  82461. * @param name Define the name of the uniform as defined in the shader
  82462. * @param value Define the value to give to the uniform
  82463. * @return the material itself allowing "fluent" like uniform updates
  82464. */
  82465. setFloats(name: string, value: number[]): ShaderMaterial;
  82466. /**
  82467. * Set a vec3 in the shader from a Color3.
  82468. * @param name Define the name of the uniform as defined in the shader
  82469. * @param value Define the value to give to the uniform
  82470. * @return the material itself allowing "fluent" like uniform updates
  82471. */
  82472. setColor3(name: string, value: Color3): ShaderMaterial;
  82473. /**
  82474. * Set a vec3 array in the shader from a Color3 array.
  82475. * @param name Define the name of the uniform as defined in the shader
  82476. * @param value Define the value to give to the uniform
  82477. * @return the material itself allowing "fluent" like uniform updates
  82478. */
  82479. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82480. /**
  82481. * Set a vec4 in the shader from a Color4.
  82482. * @param name Define the name of the uniform as defined in the shader
  82483. * @param value Define the value to give to the uniform
  82484. * @return the material itself allowing "fluent" like uniform updates
  82485. */
  82486. setColor4(name: string, value: Color4): ShaderMaterial;
  82487. /**
  82488. * Set a vec4 array in the shader from a Color4 array.
  82489. * @param name Define the name of the uniform as defined in the shader
  82490. * @param value Define the value to give to the uniform
  82491. * @return the material itself allowing "fluent" like uniform updates
  82492. */
  82493. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82494. /**
  82495. * Set a vec2 in the shader from a Vector2.
  82496. * @param name Define the name of the uniform as defined in the shader
  82497. * @param value Define the value to give to the uniform
  82498. * @return the material itself allowing "fluent" like uniform updates
  82499. */
  82500. setVector2(name: string, value: Vector2): ShaderMaterial;
  82501. /**
  82502. * Set a vec3 in the shader from a Vector3.
  82503. * @param name Define the name of the uniform as defined in the shader
  82504. * @param value Define the value to give to the uniform
  82505. * @return the material itself allowing "fluent" like uniform updates
  82506. */
  82507. setVector3(name: string, value: Vector3): ShaderMaterial;
  82508. /**
  82509. * Set a vec4 in the shader from a Vector4.
  82510. * @param name Define the name of the uniform as defined in the shader
  82511. * @param value Define the value to give to the uniform
  82512. * @return the material itself allowing "fluent" like uniform updates
  82513. */
  82514. setVector4(name: string, value: Vector4): ShaderMaterial;
  82515. /**
  82516. * Set a mat4 in the shader from a Matrix.
  82517. * @param name Define the name of the uniform as defined in the shader
  82518. * @param value Define the value to give to the uniform
  82519. * @return the material itself allowing "fluent" like uniform updates
  82520. */
  82521. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82522. /**
  82523. * Set a mat3 in the shader from a Float32Array.
  82524. * @param name Define the name of the uniform as defined in the shader
  82525. * @param value Define the value to give to the uniform
  82526. * @return the material itself allowing "fluent" like uniform updates
  82527. */
  82528. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82529. /**
  82530. * Set a mat2 in the shader from a Float32Array.
  82531. * @param name Define the name of the uniform as defined in the shader
  82532. * @param value Define the value to give to the uniform
  82533. * @return the material itself allowing "fluent" like uniform updates
  82534. */
  82535. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82536. /**
  82537. * Set a vec2 array in the shader from a number array.
  82538. * @param name Define the name of the uniform as defined in the shader
  82539. * @param value Define the value to give to the uniform
  82540. * @return the material itself allowing "fluent" like uniform updates
  82541. */
  82542. setArray2(name: string, value: number[]): ShaderMaterial;
  82543. /**
  82544. * Set a vec3 array in the shader from a number array.
  82545. * @param name Define the name of the uniform as defined in the shader
  82546. * @param value Define the value to give to the uniform
  82547. * @return the material itself allowing "fluent" like uniform updates
  82548. */
  82549. setArray3(name: string, value: number[]): ShaderMaterial;
  82550. /**
  82551. * Set a vec4 array in the shader from a number array.
  82552. * @param name Define the name of the uniform as defined in the shader
  82553. * @param value Define the value to give to the uniform
  82554. * @return the material itself allowing "fluent" like uniform updates
  82555. */
  82556. setArray4(name: string, value: number[]): ShaderMaterial;
  82557. private _checkCache;
  82558. /**
  82559. * Specifies that the submesh is ready to be used
  82560. * @param mesh defines the mesh to check
  82561. * @param subMesh defines which submesh to check
  82562. * @param useInstances specifies that instances should be used
  82563. * @returns a boolean indicating that the submesh is ready or not
  82564. */
  82565. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82566. /**
  82567. * Checks if the material is ready to render the requested mesh
  82568. * @param mesh Define the mesh to render
  82569. * @param useInstances Define whether or not the material is used with instances
  82570. * @returns true if ready, otherwise false
  82571. */
  82572. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82573. /**
  82574. * Binds the world matrix to the material
  82575. * @param world defines the world transformation matrix
  82576. */
  82577. bindOnlyWorldMatrix(world: Matrix): void;
  82578. /**
  82579. * Binds the material to the mesh
  82580. * @param world defines the world transformation matrix
  82581. * @param mesh defines the mesh to bind the material to
  82582. */
  82583. bind(world: Matrix, mesh?: Mesh): void;
  82584. /**
  82585. * Gets the active textures from the material
  82586. * @returns an array of textures
  82587. */
  82588. getActiveTextures(): BaseTexture[];
  82589. /**
  82590. * Specifies if the material uses a texture
  82591. * @param texture defines the texture to check against the material
  82592. * @returns a boolean specifying if the material uses the texture
  82593. */
  82594. hasTexture(texture: BaseTexture): boolean;
  82595. /**
  82596. * Makes a duplicate of the material, and gives it a new name
  82597. * @param name defines the new name for the duplicated material
  82598. * @returns the cloned material
  82599. */
  82600. clone(name: string): ShaderMaterial;
  82601. /**
  82602. * Disposes the material
  82603. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82604. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82605. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82606. */
  82607. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82608. /**
  82609. * Serializes this material in a JSON representation
  82610. * @returns the serialized material object
  82611. */
  82612. serialize(): any;
  82613. /**
  82614. * Creates a shader material from parsed shader material data
  82615. * @param source defines the JSON represnetation of the material
  82616. * @param scene defines the hosting scene
  82617. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82618. * @returns a new material
  82619. */
  82620. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82621. }
  82622. }
  82623. declare module BABYLON {
  82624. /** @hidden */
  82625. export var colorPixelShader: {
  82626. name: string;
  82627. shader: string;
  82628. };
  82629. }
  82630. declare module BABYLON {
  82631. /** @hidden */
  82632. export var colorVertexShader: {
  82633. name: string;
  82634. shader: string;
  82635. };
  82636. }
  82637. declare module BABYLON {
  82638. /**
  82639. * Line mesh
  82640. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82641. */
  82642. export class LinesMesh extends Mesh {
  82643. /**
  82644. * If vertex color should be applied to the mesh
  82645. */
  82646. readonly useVertexColor?: boolean | undefined;
  82647. /**
  82648. * If vertex alpha should be applied to the mesh
  82649. */
  82650. readonly useVertexAlpha?: boolean | undefined;
  82651. /**
  82652. * Color of the line (Default: White)
  82653. */
  82654. color: Color3;
  82655. /**
  82656. * Alpha of the line (Default: 1)
  82657. */
  82658. alpha: number;
  82659. /**
  82660. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82661. * This margin is expressed in world space coordinates, so its value may vary.
  82662. * Default value is 0.1
  82663. */
  82664. intersectionThreshold: number;
  82665. private _colorShader;
  82666. private color4;
  82667. /**
  82668. * Creates a new LinesMesh
  82669. * @param name defines the name
  82670. * @param scene defines the hosting scene
  82671. * @param parent defines the parent mesh if any
  82672. * @param source defines the optional source LinesMesh used to clone data from
  82673. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82674. * When false, achieved by calling a clone(), also passing False.
  82675. * This will make creation of children, recursive.
  82676. * @param useVertexColor defines if this LinesMesh supports vertex color
  82677. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82678. */
  82679. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82680. /**
  82681. * If vertex color should be applied to the mesh
  82682. */
  82683. useVertexColor?: boolean | undefined,
  82684. /**
  82685. * If vertex alpha should be applied to the mesh
  82686. */
  82687. useVertexAlpha?: boolean | undefined);
  82688. private _addClipPlaneDefine;
  82689. private _removeClipPlaneDefine;
  82690. isReady(): boolean;
  82691. /**
  82692. * Returns the string "LineMesh"
  82693. */
  82694. getClassName(): string;
  82695. /**
  82696. * @hidden
  82697. */
  82698. /**
  82699. * @hidden
  82700. */
  82701. material: Material;
  82702. /**
  82703. * @hidden
  82704. */
  82705. readonly checkCollisions: boolean;
  82706. /** @hidden */
  82707. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82708. /** @hidden */
  82709. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82710. /**
  82711. * Disposes of the line mesh
  82712. * @param doNotRecurse If children should be disposed
  82713. */
  82714. dispose(doNotRecurse?: boolean): void;
  82715. /**
  82716. * Returns a new LineMesh object cloned from the current one.
  82717. */
  82718. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82719. /**
  82720. * Creates a new InstancedLinesMesh object from the mesh model.
  82721. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82722. * @param name defines the name of the new instance
  82723. * @returns a new InstancedLinesMesh
  82724. */
  82725. createInstance(name: string): InstancedLinesMesh;
  82726. }
  82727. /**
  82728. * Creates an instance based on a source LinesMesh
  82729. */
  82730. export class InstancedLinesMesh extends InstancedMesh {
  82731. /**
  82732. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82733. * This margin is expressed in world space coordinates, so its value may vary.
  82734. * Initilized with the intersectionThreshold value of the source LinesMesh
  82735. */
  82736. intersectionThreshold: number;
  82737. constructor(name: string, source: LinesMesh);
  82738. /**
  82739. * Returns the string "InstancedLinesMesh".
  82740. */
  82741. getClassName(): string;
  82742. }
  82743. }
  82744. declare module BABYLON {
  82745. /** @hidden */
  82746. export var linePixelShader: {
  82747. name: string;
  82748. shader: string;
  82749. };
  82750. }
  82751. declare module BABYLON {
  82752. /** @hidden */
  82753. export var lineVertexShader: {
  82754. name: string;
  82755. shader: string;
  82756. };
  82757. }
  82758. declare module BABYLON {
  82759. interface AbstractMesh {
  82760. /**
  82761. * Gets the edgesRenderer associated with the mesh
  82762. */
  82763. edgesRenderer: Nullable<EdgesRenderer>;
  82764. }
  82765. interface LinesMesh {
  82766. /**
  82767. * Enables the edge rendering mode on the mesh.
  82768. * This mode makes the mesh edges visible
  82769. * @param epsilon defines the maximal distance between two angles to detect a face
  82770. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82771. * @returns the currentAbstractMesh
  82772. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82773. */
  82774. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  82775. }
  82776. interface InstancedLinesMesh {
  82777. /**
  82778. * Enables the edge rendering mode on the mesh.
  82779. * This mode makes the mesh edges visible
  82780. * @param epsilon defines the maximal distance between two angles to detect a face
  82781. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82782. * @returns the current InstancedLinesMesh
  82783. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82784. */
  82785. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  82786. }
  82787. /**
  82788. * Defines the minimum contract an Edges renderer should follow.
  82789. */
  82790. export interface IEdgesRenderer extends IDisposable {
  82791. /**
  82792. * Gets or sets a boolean indicating if the edgesRenderer is active
  82793. */
  82794. isEnabled: boolean;
  82795. /**
  82796. * Renders the edges of the attached mesh,
  82797. */
  82798. render(): void;
  82799. /**
  82800. * Checks wether or not the edges renderer is ready to render.
  82801. * @return true if ready, otherwise false.
  82802. */
  82803. isReady(): boolean;
  82804. }
  82805. /**
  82806. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  82807. */
  82808. export class EdgesRenderer implements IEdgesRenderer {
  82809. /**
  82810. * Define the size of the edges with an orthographic camera
  82811. */
  82812. edgesWidthScalerForOrthographic: number;
  82813. /**
  82814. * Define the size of the edges with a perspective camera
  82815. */
  82816. edgesWidthScalerForPerspective: number;
  82817. protected _source: AbstractMesh;
  82818. protected _linesPositions: number[];
  82819. protected _linesNormals: number[];
  82820. protected _linesIndices: number[];
  82821. protected _epsilon: number;
  82822. protected _indicesCount: number;
  82823. protected _lineShader: ShaderMaterial;
  82824. protected _ib: DataBuffer;
  82825. protected _buffers: {
  82826. [key: string]: Nullable<VertexBuffer>;
  82827. };
  82828. protected _checkVerticesInsteadOfIndices: boolean;
  82829. private _meshRebuildObserver;
  82830. private _meshDisposeObserver;
  82831. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  82832. isEnabled: boolean;
  82833. /**
  82834. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  82835. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  82836. * @param source Mesh used to create edges
  82837. * @param epsilon sum of angles in adjacency to check for edge
  82838. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  82839. * @param generateEdgesLines - should generate Lines or only prepare resources.
  82840. */
  82841. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  82842. protected _prepareRessources(): void;
  82843. /** @hidden */
  82844. _rebuild(): void;
  82845. /**
  82846. * Releases the required resources for the edges renderer
  82847. */
  82848. dispose(): void;
  82849. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  82850. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  82851. /**
  82852. * Checks if the pair of p0 and p1 is en edge
  82853. * @param faceIndex
  82854. * @param edge
  82855. * @param faceNormals
  82856. * @param p0
  82857. * @param p1
  82858. * @private
  82859. */
  82860. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  82861. /**
  82862. * push line into the position, normal and index buffer
  82863. * @protected
  82864. */
  82865. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  82866. /**
  82867. * Generates lines edges from adjacencjes
  82868. * @private
  82869. */
  82870. _generateEdgesLines(): void;
  82871. /**
  82872. * Checks wether or not the edges renderer is ready to render.
  82873. * @return true if ready, otherwise false.
  82874. */
  82875. isReady(): boolean;
  82876. /**
  82877. * Renders the edges of the attached mesh,
  82878. */
  82879. render(): void;
  82880. }
  82881. /**
  82882. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  82883. */
  82884. export class LineEdgesRenderer extends EdgesRenderer {
  82885. /**
  82886. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  82887. * @param source LineMesh used to generate edges
  82888. * @param epsilon not important (specified angle for edge detection)
  82889. * @param checkVerticesInsteadOfIndices not important for LineMesh
  82890. */
  82891. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  82892. /**
  82893. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  82894. */
  82895. _generateEdgesLines(): void;
  82896. }
  82897. }
  82898. declare module BABYLON {
  82899. /**
  82900. * This represents the object necessary to create a rendering group.
  82901. * This is exclusively used and created by the rendering manager.
  82902. * To modify the behavior, you use the available helpers in your scene or meshes.
  82903. * @hidden
  82904. */
  82905. export class RenderingGroup {
  82906. index: number;
  82907. private static _zeroVector;
  82908. private _scene;
  82909. private _opaqueSubMeshes;
  82910. private _transparentSubMeshes;
  82911. private _alphaTestSubMeshes;
  82912. private _depthOnlySubMeshes;
  82913. private _particleSystems;
  82914. private _spriteManagers;
  82915. private _opaqueSortCompareFn;
  82916. private _alphaTestSortCompareFn;
  82917. private _transparentSortCompareFn;
  82918. private _renderOpaque;
  82919. private _renderAlphaTest;
  82920. private _renderTransparent;
  82921. /** @hidden */
  82922. _edgesRenderers: SmartArray<IEdgesRenderer>;
  82923. onBeforeTransparentRendering: () => void;
  82924. /**
  82925. * Set the opaque sort comparison function.
  82926. * If null the sub meshes will be render in the order they were created
  82927. */
  82928. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82929. /**
  82930. * Set the alpha test sort comparison function.
  82931. * If null the sub meshes will be render in the order they were created
  82932. */
  82933. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82934. /**
  82935. * Set the transparent sort comparison function.
  82936. * If null the sub meshes will be render in the order they were created
  82937. */
  82938. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82939. /**
  82940. * Creates a new rendering group.
  82941. * @param index The rendering group index
  82942. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  82943. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  82944. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  82945. */
  82946. 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>);
  82947. /**
  82948. * Render all the sub meshes contained in the group.
  82949. * @param customRenderFunction Used to override the default render behaviour of the group.
  82950. * @returns true if rendered some submeshes.
  82951. */
  82952. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  82953. /**
  82954. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  82955. * @param subMeshes The submeshes to render
  82956. */
  82957. private renderOpaqueSorted;
  82958. /**
  82959. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  82960. * @param subMeshes The submeshes to render
  82961. */
  82962. private renderAlphaTestSorted;
  82963. /**
  82964. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  82965. * @param subMeshes The submeshes to render
  82966. */
  82967. private renderTransparentSorted;
  82968. /**
  82969. * Renders the submeshes in a specified order.
  82970. * @param subMeshes The submeshes to sort before render
  82971. * @param sortCompareFn The comparison function use to sort
  82972. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  82973. * @param transparent Specifies to activate blending if true
  82974. */
  82975. private static renderSorted;
  82976. /**
  82977. * Renders the submeshes in the order they were dispatched (no sort applied).
  82978. * @param subMeshes The submeshes to render
  82979. */
  82980. private static renderUnsorted;
  82981. /**
  82982. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82983. * are rendered back to front if in the same alpha index.
  82984. *
  82985. * @param a The first submesh
  82986. * @param b The second submesh
  82987. * @returns The result of the comparison
  82988. */
  82989. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  82990. /**
  82991. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82992. * are rendered back to front.
  82993. *
  82994. * @param a The first submesh
  82995. * @param b The second submesh
  82996. * @returns The result of the comparison
  82997. */
  82998. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  82999. /**
  83000. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83001. * are rendered front to back (prevent overdraw).
  83002. *
  83003. * @param a The first submesh
  83004. * @param b The second submesh
  83005. * @returns The result of the comparison
  83006. */
  83007. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83008. /**
  83009. * Resets the different lists of submeshes to prepare a new frame.
  83010. */
  83011. prepare(): void;
  83012. dispose(): void;
  83013. /**
  83014. * Inserts the submesh in its correct queue depending on its material.
  83015. * @param subMesh The submesh to dispatch
  83016. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83017. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83018. */
  83019. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83020. dispatchSprites(spriteManager: ISpriteManager): void;
  83021. dispatchParticles(particleSystem: IParticleSystem): void;
  83022. private _renderParticles;
  83023. private _renderSprites;
  83024. }
  83025. }
  83026. declare module BABYLON {
  83027. /**
  83028. * Interface describing the different options available in the rendering manager
  83029. * regarding Auto Clear between groups.
  83030. */
  83031. export interface IRenderingManagerAutoClearSetup {
  83032. /**
  83033. * Defines whether or not autoclear is enable.
  83034. */
  83035. autoClear: boolean;
  83036. /**
  83037. * Defines whether or not to autoclear the depth buffer.
  83038. */
  83039. depth: boolean;
  83040. /**
  83041. * Defines whether or not to autoclear the stencil buffer.
  83042. */
  83043. stencil: boolean;
  83044. }
  83045. /**
  83046. * This class is used by the onRenderingGroupObservable
  83047. */
  83048. export class RenderingGroupInfo {
  83049. /**
  83050. * The Scene that being rendered
  83051. */
  83052. scene: Scene;
  83053. /**
  83054. * The camera currently used for the rendering pass
  83055. */
  83056. camera: Nullable<Camera>;
  83057. /**
  83058. * The ID of the renderingGroup being processed
  83059. */
  83060. renderingGroupId: number;
  83061. }
  83062. /**
  83063. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83064. * It is enable to manage the different groups as well as the different necessary sort functions.
  83065. * This should not be used directly aside of the few static configurations
  83066. */
  83067. export class RenderingManager {
  83068. /**
  83069. * The max id used for rendering groups (not included)
  83070. */
  83071. static MAX_RENDERINGGROUPS: number;
  83072. /**
  83073. * The min id used for rendering groups (included)
  83074. */
  83075. static MIN_RENDERINGGROUPS: number;
  83076. /**
  83077. * Used to globally prevent autoclearing scenes.
  83078. */
  83079. static AUTOCLEAR: boolean;
  83080. /**
  83081. * @hidden
  83082. */
  83083. _useSceneAutoClearSetup: boolean;
  83084. private _scene;
  83085. private _renderingGroups;
  83086. private _depthStencilBufferAlreadyCleaned;
  83087. private _autoClearDepthStencil;
  83088. private _customOpaqueSortCompareFn;
  83089. private _customAlphaTestSortCompareFn;
  83090. private _customTransparentSortCompareFn;
  83091. private _renderingGroupInfo;
  83092. /**
  83093. * Instantiates a new rendering group for a particular scene
  83094. * @param scene Defines the scene the groups belongs to
  83095. */
  83096. constructor(scene: Scene);
  83097. private _clearDepthStencilBuffer;
  83098. /**
  83099. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83100. * @hidden
  83101. */
  83102. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83103. /**
  83104. * Resets the different information of the group to prepare a new frame
  83105. * @hidden
  83106. */
  83107. reset(): void;
  83108. /**
  83109. * Dispose and release the group and its associated resources.
  83110. * @hidden
  83111. */
  83112. dispose(): void;
  83113. /**
  83114. * Clear the info related to rendering groups preventing retention points during dispose.
  83115. */
  83116. freeRenderingGroups(): void;
  83117. private _prepareRenderingGroup;
  83118. /**
  83119. * Add a sprite manager to the rendering manager in order to render it this frame.
  83120. * @param spriteManager Define the sprite manager to render
  83121. */
  83122. dispatchSprites(spriteManager: ISpriteManager): void;
  83123. /**
  83124. * Add a particle system to the rendering manager in order to render it this frame.
  83125. * @param particleSystem Define the particle system to render
  83126. */
  83127. dispatchParticles(particleSystem: IParticleSystem): void;
  83128. /**
  83129. * Add a submesh to the manager in order to render it this frame
  83130. * @param subMesh The submesh to dispatch
  83131. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83132. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83133. */
  83134. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83135. /**
  83136. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83137. * This allowed control for front to back rendering or reversly depending of the special needs.
  83138. *
  83139. * @param renderingGroupId The rendering group id corresponding to its index
  83140. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83141. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83142. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83143. */
  83144. 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;
  83145. /**
  83146. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83147. *
  83148. * @param renderingGroupId The rendering group id corresponding to its index
  83149. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83150. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83151. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83152. */
  83153. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83154. /**
  83155. * Gets the current auto clear configuration for one rendering group of the rendering
  83156. * manager.
  83157. * @param index the rendering group index to get the information for
  83158. * @returns The auto clear setup for the requested rendering group
  83159. */
  83160. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83161. }
  83162. }
  83163. declare module BABYLON {
  83164. /**
  83165. * This Helps creating a texture that will be created from a camera in your scene.
  83166. * It is basically a dynamic texture that could be used to create special effects for instance.
  83167. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83168. */
  83169. export class RenderTargetTexture extends Texture {
  83170. isCube: boolean;
  83171. /**
  83172. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83173. */
  83174. static readonly REFRESHRATE_RENDER_ONCE: number;
  83175. /**
  83176. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83177. */
  83178. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83179. /**
  83180. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83181. * the central point of your effect and can save a lot of performances.
  83182. */
  83183. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83184. /**
  83185. * Use this predicate to dynamically define the list of mesh you want to render.
  83186. * If set, the renderList property will be overwritten.
  83187. */
  83188. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83189. private _renderList;
  83190. /**
  83191. * Use this list to define the list of mesh you want to render.
  83192. */
  83193. renderList: Nullable<Array<AbstractMesh>>;
  83194. private _hookArray;
  83195. /**
  83196. * Define if particles should be rendered in your texture.
  83197. */
  83198. renderParticles: boolean;
  83199. /**
  83200. * Define if sprites should be rendered in your texture.
  83201. */
  83202. renderSprites: boolean;
  83203. /**
  83204. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83205. */
  83206. coordinatesMode: number;
  83207. /**
  83208. * Define the camera used to render the texture.
  83209. */
  83210. activeCamera: Nullable<Camera>;
  83211. /**
  83212. * Override the render function of the texture with your own one.
  83213. */
  83214. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83215. /**
  83216. * Define if camera post processes should be use while rendering the texture.
  83217. */
  83218. useCameraPostProcesses: boolean;
  83219. /**
  83220. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83221. */
  83222. ignoreCameraViewport: boolean;
  83223. private _postProcessManager;
  83224. private _postProcesses;
  83225. private _resizeObserver;
  83226. /**
  83227. * An event triggered when the texture is unbind.
  83228. */
  83229. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83230. /**
  83231. * An event triggered when the texture is unbind.
  83232. */
  83233. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83234. private _onAfterUnbindObserver;
  83235. /**
  83236. * Set a after unbind callback in the texture.
  83237. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83238. */
  83239. onAfterUnbind: () => void;
  83240. /**
  83241. * An event triggered before rendering the texture
  83242. */
  83243. onBeforeRenderObservable: Observable<number>;
  83244. private _onBeforeRenderObserver;
  83245. /**
  83246. * Set a before render callback in the texture.
  83247. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83248. */
  83249. onBeforeRender: (faceIndex: number) => void;
  83250. /**
  83251. * An event triggered after rendering the texture
  83252. */
  83253. onAfterRenderObservable: Observable<number>;
  83254. private _onAfterRenderObserver;
  83255. /**
  83256. * Set a after render callback in the texture.
  83257. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83258. */
  83259. onAfterRender: (faceIndex: number) => void;
  83260. /**
  83261. * An event triggered after the texture clear
  83262. */
  83263. onClearObservable: Observable<Engine>;
  83264. private _onClearObserver;
  83265. /**
  83266. * Set a clear callback in the texture.
  83267. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83268. */
  83269. onClear: (Engine: Engine) => void;
  83270. /**
  83271. * Define the clear color of the Render Target if it should be different from the scene.
  83272. */
  83273. clearColor: Color4;
  83274. protected _size: number | {
  83275. width: number;
  83276. height: number;
  83277. };
  83278. protected _initialSizeParameter: number | {
  83279. width: number;
  83280. height: number;
  83281. } | {
  83282. ratio: number;
  83283. };
  83284. protected _sizeRatio: Nullable<number>;
  83285. /** @hidden */
  83286. _generateMipMaps: boolean;
  83287. protected _renderingManager: RenderingManager;
  83288. /** @hidden */
  83289. _waitingRenderList: string[];
  83290. protected _doNotChangeAspectRatio: boolean;
  83291. protected _currentRefreshId: number;
  83292. protected _refreshRate: number;
  83293. protected _textureMatrix: Matrix;
  83294. protected _samples: number;
  83295. protected _renderTargetOptions: RenderTargetCreationOptions;
  83296. /**
  83297. * Gets render target creation options that were used.
  83298. */
  83299. readonly renderTargetOptions: RenderTargetCreationOptions;
  83300. protected _engine: Engine;
  83301. protected _onRatioRescale(): void;
  83302. /**
  83303. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83304. * It must define where the camera used to render the texture is set
  83305. */
  83306. boundingBoxPosition: Vector3;
  83307. private _boundingBoxSize;
  83308. /**
  83309. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83310. * When defined, the cubemap will switch to local mode
  83311. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83312. * @example https://www.babylonjs-playground.com/#RNASML
  83313. */
  83314. boundingBoxSize: Vector3;
  83315. /**
  83316. * In case the RTT has been created with a depth texture, get the associated
  83317. * depth texture.
  83318. * Otherwise, return null.
  83319. */
  83320. depthStencilTexture: Nullable<InternalTexture>;
  83321. /**
  83322. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83323. * or used a shadow, depth texture...
  83324. * @param name The friendly name of the texture
  83325. * @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)
  83326. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83327. * @param generateMipMaps True if mip maps need to be generated after render.
  83328. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83329. * @param type The type of the buffer in the RTT (int, half float, float...)
  83330. * @param isCube True if a cube texture needs to be created
  83331. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83332. * @param generateDepthBuffer True to generate a depth buffer
  83333. * @param generateStencilBuffer True to generate a stencil buffer
  83334. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83335. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83336. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83337. */
  83338. constructor(name: string, size: number | {
  83339. width: number;
  83340. height: number;
  83341. } | {
  83342. ratio: number;
  83343. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83344. /**
  83345. * Creates a depth stencil texture.
  83346. * This is only available in WebGL 2 or with the depth texture extension available.
  83347. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83348. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83349. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83350. */
  83351. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83352. private _processSizeParameter;
  83353. /**
  83354. * Define the number of samples to use in case of MSAA.
  83355. * It defaults to one meaning no MSAA has been enabled.
  83356. */
  83357. samples: number;
  83358. /**
  83359. * Resets the refresh counter of the texture and start bak from scratch.
  83360. * Could be useful to regenerate the texture if it is setup to render only once.
  83361. */
  83362. resetRefreshCounter(): void;
  83363. /**
  83364. * Define the refresh rate of the texture or the rendering frequency.
  83365. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83366. */
  83367. refreshRate: number;
  83368. /**
  83369. * Adds a post process to the render target rendering passes.
  83370. * @param postProcess define the post process to add
  83371. */
  83372. addPostProcess(postProcess: PostProcess): void;
  83373. /**
  83374. * Clear all the post processes attached to the render target
  83375. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83376. */
  83377. clearPostProcesses(dispose?: boolean): void;
  83378. /**
  83379. * Remove one of the post process from the list of attached post processes to the texture
  83380. * @param postProcess define the post process to remove from the list
  83381. */
  83382. removePostProcess(postProcess: PostProcess): void;
  83383. /** @hidden */
  83384. _shouldRender(): boolean;
  83385. /**
  83386. * Gets the actual render size of the texture.
  83387. * @returns the width of the render size
  83388. */
  83389. getRenderSize(): number;
  83390. /**
  83391. * Gets the actual render width of the texture.
  83392. * @returns the width of the render size
  83393. */
  83394. getRenderWidth(): number;
  83395. /**
  83396. * Gets the actual render height of the texture.
  83397. * @returns the height of the render size
  83398. */
  83399. getRenderHeight(): number;
  83400. /**
  83401. * Get if the texture can be rescaled or not.
  83402. */
  83403. readonly canRescale: boolean;
  83404. /**
  83405. * Resize the texture using a ratio.
  83406. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83407. */
  83408. scale(ratio: number): void;
  83409. /**
  83410. * Get the texture reflection matrix used to rotate/transform the reflection.
  83411. * @returns the reflection matrix
  83412. */
  83413. getReflectionTextureMatrix(): Matrix;
  83414. /**
  83415. * Resize the texture to a new desired size.
  83416. * Be carrefull as it will recreate all the data in the new texture.
  83417. * @param size Define the new size. It can be:
  83418. * - a number for squared texture,
  83419. * - an object containing { width: number, height: number }
  83420. * - or an object containing a ratio { ratio: number }
  83421. */
  83422. resize(size: number | {
  83423. width: number;
  83424. height: number;
  83425. } | {
  83426. ratio: number;
  83427. }): void;
  83428. /**
  83429. * Renders all the objects from the render list into the texture.
  83430. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83431. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83432. */
  83433. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83434. private _bestReflectionRenderTargetDimension;
  83435. /**
  83436. * @hidden
  83437. * @param faceIndex face index to bind to if this is a cubetexture
  83438. */
  83439. _bindFrameBuffer(faceIndex?: number): void;
  83440. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83441. private renderToTarget;
  83442. /**
  83443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83444. * This allowed control for front to back rendering or reversly depending of the special needs.
  83445. *
  83446. * @param renderingGroupId The rendering group id corresponding to its index
  83447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83450. */
  83451. 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;
  83452. /**
  83453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83454. *
  83455. * @param renderingGroupId The rendering group id corresponding to its index
  83456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83457. */
  83458. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83459. /**
  83460. * Clones the texture.
  83461. * @returns the cloned texture
  83462. */
  83463. clone(): RenderTargetTexture;
  83464. /**
  83465. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83466. * @returns The JSON representation of the texture
  83467. */
  83468. serialize(): any;
  83469. /**
  83470. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83471. */
  83472. disposeFramebufferObjects(): void;
  83473. /**
  83474. * Dispose the texture and release its associated resources.
  83475. */
  83476. dispose(): void;
  83477. /** @hidden */
  83478. _rebuild(): void;
  83479. /**
  83480. * Clear the info related to rendering groups preventing retention point in material dispose.
  83481. */
  83482. freeRenderingGroups(): void;
  83483. /**
  83484. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83485. * @returns the view count
  83486. */
  83487. getViewCount(): number;
  83488. }
  83489. }
  83490. declare module BABYLON {
  83491. /**
  83492. * Base class for the main features of a material in Babylon.js
  83493. */
  83494. export class Material implements IAnimatable {
  83495. /**
  83496. * Returns the triangle fill mode
  83497. */
  83498. static readonly TriangleFillMode: number;
  83499. /**
  83500. * Returns the wireframe mode
  83501. */
  83502. static readonly WireFrameFillMode: number;
  83503. /**
  83504. * Returns the point fill mode
  83505. */
  83506. static readonly PointFillMode: number;
  83507. /**
  83508. * Returns the point list draw mode
  83509. */
  83510. static readonly PointListDrawMode: number;
  83511. /**
  83512. * Returns the line list draw mode
  83513. */
  83514. static readonly LineListDrawMode: number;
  83515. /**
  83516. * Returns the line loop draw mode
  83517. */
  83518. static readonly LineLoopDrawMode: number;
  83519. /**
  83520. * Returns the line strip draw mode
  83521. */
  83522. static readonly LineStripDrawMode: number;
  83523. /**
  83524. * Returns the triangle strip draw mode
  83525. */
  83526. static readonly TriangleStripDrawMode: number;
  83527. /**
  83528. * Returns the triangle fan draw mode
  83529. */
  83530. static readonly TriangleFanDrawMode: number;
  83531. /**
  83532. * Stores the clock-wise side orientation
  83533. */
  83534. static readonly ClockWiseSideOrientation: number;
  83535. /**
  83536. * Stores the counter clock-wise side orientation
  83537. */
  83538. static readonly CounterClockWiseSideOrientation: number;
  83539. /**
  83540. * The dirty texture flag value
  83541. */
  83542. static readonly TextureDirtyFlag: number;
  83543. /**
  83544. * The dirty light flag value
  83545. */
  83546. static readonly LightDirtyFlag: number;
  83547. /**
  83548. * The dirty fresnel flag value
  83549. */
  83550. static readonly FresnelDirtyFlag: number;
  83551. /**
  83552. * The dirty attribute flag value
  83553. */
  83554. static readonly AttributesDirtyFlag: number;
  83555. /**
  83556. * The dirty misc flag value
  83557. */
  83558. static readonly MiscDirtyFlag: number;
  83559. /**
  83560. * The all dirty flag value
  83561. */
  83562. static readonly AllDirtyFlag: number;
  83563. /**
  83564. * The ID of the material
  83565. */
  83566. id: string;
  83567. /**
  83568. * Gets or sets the unique id of the material
  83569. */
  83570. uniqueId: number;
  83571. /**
  83572. * The name of the material
  83573. */
  83574. name: string;
  83575. /**
  83576. * Gets or sets user defined metadata
  83577. */
  83578. metadata: any;
  83579. /**
  83580. * For internal use only. Please do not use.
  83581. */
  83582. reservedDataStore: any;
  83583. /**
  83584. * Specifies if the ready state should be checked on each call
  83585. */
  83586. checkReadyOnEveryCall: boolean;
  83587. /**
  83588. * Specifies if the ready state should be checked once
  83589. */
  83590. checkReadyOnlyOnce: boolean;
  83591. /**
  83592. * The state of the material
  83593. */
  83594. state: string;
  83595. /**
  83596. * The alpha value of the material
  83597. */
  83598. protected _alpha: number;
  83599. /**
  83600. * List of inspectable custom properties (used by the Inspector)
  83601. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83602. */
  83603. inspectableCustomProperties: IInspectable[];
  83604. /**
  83605. * Sets the alpha value of the material
  83606. */
  83607. /**
  83608. * Gets the alpha value of the material
  83609. */
  83610. alpha: number;
  83611. /**
  83612. * Specifies if back face culling is enabled
  83613. */
  83614. protected _backFaceCulling: boolean;
  83615. /**
  83616. * Sets the back-face culling state
  83617. */
  83618. /**
  83619. * Gets the back-face culling state
  83620. */
  83621. backFaceCulling: boolean;
  83622. /**
  83623. * Stores the value for side orientation
  83624. */
  83625. sideOrientation: number;
  83626. /**
  83627. * Callback triggered when the material is compiled
  83628. */
  83629. onCompiled: Nullable<(effect: Effect) => void>;
  83630. /**
  83631. * Callback triggered when an error occurs
  83632. */
  83633. onError: Nullable<(effect: Effect, errors: string) => void>;
  83634. /**
  83635. * Callback triggered to get the render target textures
  83636. */
  83637. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83638. /**
  83639. * Gets a boolean indicating that current material needs to register RTT
  83640. */
  83641. readonly hasRenderTargetTextures: boolean;
  83642. /**
  83643. * Specifies if the material should be serialized
  83644. */
  83645. doNotSerialize: boolean;
  83646. /**
  83647. * @hidden
  83648. */
  83649. _storeEffectOnSubMeshes: boolean;
  83650. /**
  83651. * Stores the animations for the material
  83652. */
  83653. animations: Nullable<Array<Animation>>;
  83654. /**
  83655. * An event triggered when the material is disposed
  83656. */
  83657. onDisposeObservable: Observable<Material>;
  83658. /**
  83659. * An observer which watches for dispose events
  83660. */
  83661. private _onDisposeObserver;
  83662. private _onUnBindObservable;
  83663. /**
  83664. * Called during a dispose event
  83665. */
  83666. onDispose: () => void;
  83667. private _onBindObservable;
  83668. /**
  83669. * An event triggered when the material is bound
  83670. */
  83671. readonly onBindObservable: Observable<AbstractMesh>;
  83672. /**
  83673. * An observer which watches for bind events
  83674. */
  83675. private _onBindObserver;
  83676. /**
  83677. * Called during a bind event
  83678. */
  83679. onBind: (Mesh: AbstractMesh) => void;
  83680. /**
  83681. * An event triggered when the material is unbound
  83682. */
  83683. readonly onUnBindObservable: Observable<Material>;
  83684. /**
  83685. * Stores the value of the alpha mode
  83686. */
  83687. private _alphaMode;
  83688. /**
  83689. * Sets the value of the alpha mode.
  83690. *
  83691. * | Value | Type | Description |
  83692. * | --- | --- | --- |
  83693. * | 0 | ALPHA_DISABLE | |
  83694. * | 1 | ALPHA_ADD | |
  83695. * | 2 | ALPHA_COMBINE | |
  83696. * | 3 | ALPHA_SUBTRACT | |
  83697. * | 4 | ALPHA_MULTIPLY | |
  83698. * | 5 | ALPHA_MAXIMIZED | |
  83699. * | 6 | ALPHA_ONEONE | |
  83700. * | 7 | ALPHA_PREMULTIPLIED | |
  83701. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83702. * | 9 | ALPHA_INTERPOLATE | |
  83703. * | 10 | ALPHA_SCREENMODE | |
  83704. *
  83705. */
  83706. /**
  83707. * Gets the value of the alpha mode
  83708. */
  83709. alphaMode: number;
  83710. /**
  83711. * Stores the state of the need depth pre-pass value
  83712. */
  83713. private _needDepthPrePass;
  83714. /**
  83715. * Sets the need depth pre-pass value
  83716. */
  83717. /**
  83718. * Gets the depth pre-pass value
  83719. */
  83720. needDepthPrePass: boolean;
  83721. /**
  83722. * Specifies if depth writing should be disabled
  83723. */
  83724. disableDepthWrite: boolean;
  83725. /**
  83726. * Specifies if depth writing should be forced
  83727. */
  83728. forceDepthWrite: boolean;
  83729. /**
  83730. * Specifies if there should be a separate pass for culling
  83731. */
  83732. separateCullingPass: boolean;
  83733. /**
  83734. * Stores the state specifing if fog should be enabled
  83735. */
  83736. private _fogEnabled;
  83737. /**
  83738. * Sets the state for enabling fog
  83739. */
  83740. /**
  83741. * Gets the value of the fog enabled state
  83742. */
  83743. fogEnabled: boolean;
  83744. /**
  83745. * Stores the size of points
  83746. */
  83747. pointSize: number;
  83748. /**
  83749. * Stores the z offset value
  83750. */
  83751. zOffset: number;
  83752. /**
  83753. * Gets a value specifying if wireframe mode is enabled
  83754. */
  83755. /**
  83756. * Sets the state of wireframe mode
  83757. */
  83758. wireframe: boolean;
  83759. /**
  83760. * Gets the value specifying if point clouds are enabled
  83761. */
  83762. /**
  83763. * Sets the state of point cloud mode
  83764. */
  83765. pointsCloud: boolean;
  83766. /**
  83767. * Gets the material fill mode
  83768. */
  83769. /**
  83770. * Sets the material fill mode
  83771. */
  83772. fillMode: number;
  83773. /**
  83774. * @hidden
  83775. * Stores the effects for the material
  83776. */
  83777. _effect: Nullable<Effect>;
  83778. /**
  83779. * @hidden
  83780. * Specifies if the material was previously ready
  83781. */
  83782. _wasPreviouslyReady: boolean;
  83783. /**
  83784. * Specifies if uniform buffers should be used
  83785. */
  83786. private _useUBO;
  83787. /**
  83788. * Stores a reference to the scene
  83789. */
  83790. private _scene;
  83791. /**
  83792. * Stores the fill mode state
  83793. */
  83794. private _fillMode;
  83795. /**
  83796. * Specifies if the depth write state should be cached
  83797. */
  83798. private _cachedDepthWriteState;
  83799. /**
  83800. * Stores the uniform buffer
  83801. */
  83802. protected _uniformBuffer: UniformBuffer;
  83803. /** @hidden */
  83804. _indexInSceneMaterialArray: number;
  83805. /** @hidden */
  83806. meshMap: Nullable<{
  83807. [id: string]: AbstractMesh | undefined;
  83808. }>;
  83809. /**
  83810. * Creates a material instance
  83811. * @param name defines the name of the material
  83812. * @param scene defines the scene to reference
  83813. * @param doNotAdd specifies if the material should be added to the scene
  83814. */
  83815. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  83816. /**
  83817. * Returns a string representation of the current material
  83818. * @param fullDetails defines a boolean indicating which levels of logging is desired
  83819. * @returns a string with material information
  83820. */
  83821. toString(fullDetails?: boolean): string;
  83822. /**
  83823. * Gets the class name of the material
  83824. * @returns a string with the class name of the material
  83825. */
  83826. getClassName(): string;
  83827. /**
  83828. * Specifies if updates for the material been locked
  83829. */
  83830. readonly isFrozen: boolean;
  83831. /**
  83832. * Locks updates for the material
  83833. */
  83834. freeze(): void;
  83835. /**
  83836. * Unlocks updates for the material
  83837. */
  83838. unfreeze(): void;
  83839. /**
  83840. * Specifies if the material is ready to be used
  83841. * @param mesh defines the mesh to check
  83842. * @param useInstances specifies if instances should be used
  83843. * @returns a boolean indicating if the material is ready to be used
  83844. */
  83845. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83846. /**
  83847. * Specifies that the submesh is ready to be used
  83848. * @param mesh defines the mesh to check
  83849. * @param subMesh defines which submesh to check
  83850. * @param useInstances specifies that instances should be used
  83851. * @returns a boolean indicating that the submesh is ready or not
  83852. */
  83853. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83854. /**
  83855. * Returns the material effect
  83856. * @returns the effect associated with the material
  83857. */
  83858. getEffect(): Nullable<Effect>;
  83859. /**
  83860. * Returns the current scene
  83861. * @returns a Scene
  83862. */
  83863. getScene(): Scene;
  83864. /**
  83865. * Specifies if the material will require alpha blending
  83866. * @returns a boolean specifying if alpha blending is needed
  83867. */
  83868. needAlphaBlending(): boolean;
  83869. /**
  83870. * Specifies if the mesh will require alpha blending
  83871. * @param mesh defines the mesh to check
  83872. * @returns a boolean specifying if alpha blending is needed for the mesh
  83873. */
  83874. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  83875. /**
  83876. * Specifies if this material should be rendered in alpha test mode
  83877. * @returns a boolean specifying if an alpha test is needed.
  83878. */
  83879. needAlphaTesting(): boolean;
  83880. /**
  83881. * Gets the texture used for the alpha test
  83882. * @returns the texture to use for alpha testing
  83883. */
  83884. getAlphaTestTexture(): Nullable<BaseTexture>;
  83885. /**
  83886. * Marks the material to indicate that it needs to be re-calculated
  83887. */
  83888. markDirty(): void;
  83889. /** @hidden */
  83890. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  83891. /**
  83892. * Binds the material to the mesh
  83893. * @param world defines the world transformation matrix
  83894. * @param mesh defines the mesh to bind the material to
  83895. */
  83896. bind(world: Matrix, mesh?: Mesh): void;
  83897. /**
  83898. * Binds the submesh to the material
  83899. * @param world defines the world transformation matrix
  83900. * @param mesh defines the mesh containing the submesh
  83901. * @param subMesh defines the submesh to bind the material to
  83902. */
  83903. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  83904. /**
  83905. * Binds the world matrix to the material
  83906. * @param world defines the world transformation matrix
  83907. */
  83908. bindOnlyWorldMatrix(world: Matrix): void;
  83909. /**
  83910. * Binds the scene's uniform buffer to the effect.
  83911. * @param effect defines the effect to bind to the scene uniform buffer
  83912. * @param sceneUbo defines the uniform buffer storing scene data
  83913. */
  83914. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  83915. /**
  83916. * Binds the view matrix to the effect
  83917. * @param effect defines the effect to bind the view matrix to
  83918. */
  83919. bindView(effect: Effect): void;
  83920. /**
  83921. * Binds the view projection matrix to the effect
  83922. * @param effect defines the effect to bind the view projection matrix to
  83923. */
  83924. bindViewProjection(effect: Effect): void;
  83925. /**
  83926. * Specifies if material alpha testing should be turned on for the mesh
  83927. * @param mesh defines the mesh to check
  83928. */
  83929. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  83930. /**
  83931. * Processes to execute after binding the material to a mesh
  83932. * @param mesh defines the rendered mesh
  83933. */
  83934. protected _afterBind(mesh?: Mesh): void;
  83935. /**
  83936. * Unbinds the material from the mesh
  83937. */
  83938. unbind(): void;
  83939. /**
  83940. * Gets the active textures from the material
  83941. * @returns an array of textures
  83942. */
  83943. getActiveTextures(): BaseTexture[];
  83944. /**
  83945. * Specifies if the material uses a texture
  83946. * @param texture defines the texture to check against the material
  83947. * @returns a boolean specifying if the material uses the texture
  83948. */
  83949. hasTexture(texture: BaseTexture): boolean;
  83950. /**
  83951. * Makes a duplicate of the material, and gives it a new name
  83952. * @param name defines the new name for the duplicated material
  83953. * @returns the cloned material
  83954. */
  83955. clone(name: string): Nullable<Material>;
  83956. /**
  83957. * Gets the meshes bound to the material
  83958. * @returns an array of meshes bound to the material
  83959. */
  83960. getBindedMeshes(): AbstractMesh[];
  83961. /**
  83962. * Force shader compilation
  83963. * @param mesh defines the mesh associated with this material
  83964. * @param onCompiled defines a function to execute once the material is compiled
  83965. * @param options defines the options to configure the compilation
  83966. */
  83967. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  83968. clipPlane: boolean;
  83969. }>): void;
  83970. /**
  83971. * Force shader compilation
  83972. * @param mesh defines the mesh that will use this material
  83973. * @param options defines additional options for compiling the shaders
  83974. * @returns a promise that resolves when the compilation completes
  83975. */
  83976. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  83977. clipPlane: boolean;
  83978. }>): Promise<void>;
  83979. private static readonly _AllDirtyCallBack;
  83980. private static readonly _ImageProcessingDirtyCallBack;
  83981. private static readonly _TextureDirtyCallBack;
  83982. private static readonly _FresnelDirtyCallBack;
  83983. private static readonly _MiscDirtyCallBack;
  83984. private static readonly _LightsDirtyCallBack;
  83985. private static readonly _AttributeDirtyCallBack;
  83986. private static _FresnelAndMiscDirtyCallBack;
  83987. private static _TextureAndMiscDirtyCallBack;
  83988. private static readonly _DirtyCallbackArray;
  83989. private static readonly _RunDirtyCallBacks;
  83990. /**
  83991. * Marks a define in the material to indicate that it needs to be re-computed
  83992. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  83993. */
  83994. markAsDirty(flag: number): void;
  83995. /**
  83996. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  83997. * @param func defines a function which checks material defines against the submeshes
  83998. */
  83999. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84000. /**
  84001. * Indicates that we need to re-calculated for all submeshes
  84002. */
  84003. protected _markAllSubMeshesAsAllDirty(): void;
  84004. /**
  84005. * Indicates that image processing needs to be re-calculated for all submeshes
  84006. */
  84007. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84008. /**
  84009. * Indicates that textures need to be re-calculated for all submeshes
  84010. */
  84011. protected _markAllSubMeshesAsTexturesDirty(): void;
  84012. /**
  84013. * Indicates that fresnel needs to be re-calculated for all submeshes
  84014. */
  84015. protected _markAllSubMeshesAsFresnelDirty(): void;
  84016. /**
  84017. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84018. */
  84019. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84020. /**
  84021. * Indicates that lights need to be re-calculated for all submeshes
  84022. */
  84023. protected _markAllSubMeshesAsLightsDirty(): void;
  84024. /**
  84025. * Indicates that attributes need to be re-calculated for all submeshes
  84026. */
  84027. protected _markAllSubMeshesAsAttributesDirty(): void;
  84028. /**
  84029. * Indicates that misc needs to be re-calculated for all submeshes
  84030. */
  84031. protected _markAllSubMeshesAsMiscDirty(): void;
  84032. /**
  84033. * Indicates that textures and misc need to be re-calculated for all submeshes
  84034. */
  84035. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84036. /**
  84037. * Disposes the material
  84038. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84039. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84040. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84041. */
  84042. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84043. /** @hidden */
  84044. private releaseVertexArrayObject;
  84045. /**
  84046. * Serializes this material
  84047. * @returns the serialized material object
  84048. */
  84049. serialize(): any;
  84050. /**
  84051. * Creates a material from parsed material data
  84052. * @param parsedMaterial defines parsed material data
  84053. * @param scene defines the hosting scene
  84054. * @param rootUrl defines the root URL to use to load textures
  84055. * @returns a new material
  84056. */
  84057. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84058. }
  84059. }
  84060. declare module BABYLON {
  84061. /**
  84062. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84063. * separate meshes. This can be use to improve performances.
  84064. * @see http://doc.babylonjs.com/how_to/multi_materials
  84065. */
  84066. export class MultiMaterial extends Material {
  84067. private _subMaterials;
  84068. /**
  84069. * Gets or Sets the list of Materials used within the multi material.
  84070. * They need to be ordered according to the submeshes order in the associated mesh
  84071. */
  84072. subMaterials: Nullable<Material>[];
  84073. /**
  84074. * Function used to align with Node.getChildren()
  84075. * @returns the list of Materials used within the multi material
  84076. */
  84077. getChildren(): Nullable<Material>[];
  84078. /**
  84079. * Instantiates a new Multi Material
  84080. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84081. * separate meshes. This can be use to improve performances.
  84082. * @see http://doc.babylonjs.com/how_to/multi_materials
  84083. * @param name Define the name in the scene
  84084. * @param scene Define the scene the material belongs to
  84085. */
  84086. constructor(name: string, scene: Scene);
  84087. private _hookArray;
  84088. /**
  84089. * Get one of the submaterial by its index in the submaterials array
  84090. * @param index The index to look the sub material at
  84091. * @returns The Material if the index has been defined
  84092. */
  84093. getSubMaterial(index: number): Nullable<Material>;
  84094. /**
  84095. * Get the list of active textures for the whole sub materials list.
  84096. * @returns All the textures that will be used during the rendering
  84097. */
  84098. getActiveTextures(): BaseTexture[];
  84099. /**
  84100. * Gets the current class name of the material e.g. "MultiMaterial"
  84101. * Mainly use in serialization.
  84102. * @returns the class name
  84103. */
  84104. getClassName(): string;
  84105. /**
  84106. * Checks if the material is ready to render the requested sub mesh
  84107. * @param mesh Define the mesh the submesh belongs to
  84108. * @param subMesh Define the sub mesh to look readyness for
  84109. * @param useInstances Define whether or not the material is used with instances
  84110. * @returns true if ready, otherwise false
  84111. */
  84112. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84113. /**
  84114. * Clones the current material and its related sub materials
  84115. * @param name Define the name of the newly cloned material
  84116. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84117. * @returns the cloned material
  84118. */
  84119. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84120. /**
  84121. * Serializes the materials into a JSON representation.
  84122. * @returns the JSON representation
  84123. */
  84124. serialize(): any;
  84125. /**
  84126. * Dispose the material and release its associated resources
  84127. * @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)
  84128. * @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)
  84129. * @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)
  84130. */
  84131. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84132. /**
  84133. * Creates a MultiMaterial from parsed MultiMaterial data.
  84134. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84135. * @param scene defines the hosting scene
  84136. * @returns a new MultiMaterial
  84137. */
  84138. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84139. }
  84140. }
  84141. declare module BABYLON {
  84142. /**
  84143. * Base class for submeshes
  84144. */
  84145. export class BaseSubMesh {
  84146. /** @hidden */
  84147. _materialDefines: Nullable<MaterialDefines>;
  84148. /** @hidden */
  84149. _materialEffect: Nullable<Effect>;
  84150. /**
  84151. * Gets associated effect
  84152. */
  84153. readonly effect: Nullable<Effect>;
  84154. /**
  84155. * Sets associated effect (effect used to render this submesh)
  84156. * @param effect defines the effect to associate with
  84157. * @param defines defines the set of defines used to compile this effect
  84158. */
  84159. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84160. }
  84161. /**
  84162. * Defines a subdivision inside a mesh
  84163. */
  84164. export class SubMesh extends BaseSubMesh implements ICullable {
  84165. /** the material index to use */
  84166. materialIndex: number;
  84167. /** vertex index start */
  84168. verticesStart: number;
  84169. /** vertices count */
  84170. verticesCount: number;
  84171. /** index start */
  84172. indexStart: number;
  84173. /** indices count */
  84174. indexCount: number;
  84175. /** @hidden */
  84176. _linesIndexCount: number;
  84177. private _mesh;
  84178. private _renderingMesh;
  84179. private _boundingInfo;
  84180. private _linesIndexBuffer;
  84181. /** @hidden */
  84182. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84183. /** @hidden */
  84184. _trianglePlanes: Plane[];
  84185. /** @hidden */
  84186. _lastColliderTransformMatrix: Nullable<Matrix>;
  84187. /** @hidden */
  84188. _renderId: number;
  84189. /** @hidden */
  84190. _alphaIndex: number;
  84191. /** @hidden */
  84192. _distanceToCamera: number;
  84193. /** @hidden */
  84194. _id: number;
  84195. private _currentMaterial;
  84196. /**
  84197. * Add a new submesh to a mesh
  84198. * @param materialIndex defines the material index to use
  84199. * @param verticesStart defines vertex index start
  84200. * @param verticesCount defines vertices count
  84201. * @param indexStart defines index start
  84202. * @param indexCount defines indices count
  84203. * @param mesh defines the parent mesh
  84204. * @param renderingMesh defines an optional rendering mesh
  84205. * @param createBoundingBox defines if bounding box should be created for this submesh
  84206. * @returns the new submesh
  84207. */
  84208. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84209. /**
  84210. * Creates a new submesh
  84211. * @param materialIndex defines the material index to use
  84212. * @param verticesStart defines vertex index start
  84213. * @param verticesCount defines vertices count
  84214. * @param indexStart defines index start
  84215. * @param indexCount defines indices count
  84216. * @param mesh defines the parent mesh
  84217. * @param renderingMesh defines an optional rendering mesh
  84218. * @param createBoundingBox defines if bounding box should be created for this submesh
  84219. */
  84220. constructor(
  84221. /** the material index to use */
  84222. materialIndex: number,
  84223. /** vertex index start */
  84224. verticesStart: number,
  84225. /** vertices count */
  84226. verticesCount: number,
  84227. /** index start */
  84228. indexStart: number,
  84229. /** indices count */
  84230. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84231. /**
  84232. * Returns true if this submesh covers the entire parent mesh
  84233. * @ignorenaming
  84234. */
  84235. readonly IsGlobal: boolean;
  84236. /**
  84237. * Returns the submesh BoudingInfo object
  84238. * @returns current bounding info (or mesh's one if the submesh is global)
  84239. */
  84240. getBoundingInfo(): BoundingInfo;
  84241. /**
  84242. * Sets the submesh BoundingInfo
  84243. * @param boundingInfo defines the new bounding info to use
  84244. * @returns the SubMesh
  84245. */
  84246. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84247. /**
  84248. * Returns the mesh of the current submesh
  84249. * @return the parent mesh
  84250. */
  84251. getMesh(): AbstractMesh;
  84252. /**
  84253. * Returns the rendering mesh of the submesh
  84254. * @returns the rendering mesh (could be different from parent mesh)
  84255. */
  84256. getRenderingMesh(): Mesh;
  84257. /**
  84258. * Returns the submesh material
  84259. * @returns null or the current material
  84260. */
  84261. getMaterial(): Nullable<Material>;
  84262. /**
  84263. * Sets a new updated BoundingInfo object to the submesh
  84264. * @param data defines an optional position array to use to determine the bounding info
  84265. * @returns the SubMesh
  84266. */
  84267. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84268. /** @hidden */
  84269. _checkCollision(collider: Collider): boolean;
  84270. /**
  84271. * Updates the submesh BoundingInfo
  84272. * @param world defines the world matrix to use to update the bounding info
  84273. * @returns the submesh
  84274. */
  84275. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84276. /**
  84277. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84278. * @param frustumPlanes defines the frustum planes
  84279. * @returns true if the submesh is intersecting with the frustum
  84280. */
  84281. isInFrustum(frustumPlanes: Plane[]): boolean;
  84282. /**
  84283. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84284. * @param frustumPlanes defines the frustum planes
  84285. * @returns true if the submesh is inside the frustum
  84286. */
  84287. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84288. /**
  84289. * Renders the submesh
  84290. * @param enableAlphaMode defines if alpha needs to be used
  84291. * @returns the submesh
  84292. */
  84293. render(enableAlphaMode: boolean): SubMesh;
  84294. /**
  84295. * @hidden
  84296. */
  84297. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84298. /**
  84299. * Checks if the submesh intersects with a ray
  84300. * @param ray defines the ray to test
  84301. * @returns true is the passed ray intersects the submesh bounding box
  84302. */
  84303. canIntersects(ray: Ray): boolean;
  84304. /**
  84305. * Intersects current submesh with a ray
  84306. * @param ray defines the ray to test
  84307. * @param positions defines mesh's positions array
  84308. * @param indices defines mesh's indices array
  84309. * @param fastCheck defines if only bounding info should be used
  84310. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84311. * @returns intersection info or null if no intersection
  84312. */
  84313. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84314. /** @hidden */
  84315. private _intersectLines;
  84316. /** @hidden */
  84317. private _intersectUnIndexedLines;
  84318. /** @hidden */
  84319. private _intersectTriangles;
  84320. /** @hidden */
  84321. private _intersectUnIndexedTriangles;
  84322. /** @hidden */
  84323. _rebuild(): void;
  84324. /**
  84325. * Creates a new submesh from the passed mesh
  84326. * @param newMesh defines the new hosting mesh
  84327. * @param newRenderingMesh defines an optional rendering mesh
  84328. * @returns the new submesh
  84329. */
  84330. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84331. /**
  84332. * Release associated resources
  84333. */
  84334. dispose(): void;
  84335. /**
  84336. * Gets the class name
  84337. * @returns the string "SubMesh".
  84338. */
  84339. getClassName(): string;
  84340. /**
  84341. * Creates a new submesh from indices data
  84342. * @param materialIndex the index of the main mesh material
  84343. * @param startIndex the index where to start the copy in the mesh indices array
  84344. * @param indexCount the number of indices to copy then from the startIndex
  84345. * @param mesh the main mesh to create the submesh from
  84346. * @param renderingMesh the optional rendering mesh
  84347. * @returns a new submesh
  84348. */
  84349. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84350. }
  84351. }
  84352. declare module BABYLON {
  84353. /**
  84354. * Class used to represent data loading progression
  84355. */
  84356. export class SceneLoaderFlags {
  84357. private static _ForceFullSceneLoadingForIncremental;
  84358. private static _ShowLoadingScreen;
  84359. private static _CleanBoneMatrixWeights;
  84360. private static _loggingLevel;
  84361. /**
  84362. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84363. */
  84364. static ForceFullSceneLoadingForIncremental: boolean;
  84365. /**
  84366. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84367. */
  84368. static ShowLoadingScreen: boolean;
  84369. /**
  84370. * Defines the current logging level (while loading the scene)
  84371. * @ignorenaming
  84372. */
  84373. static loggingLevel: number;
  84374. /**
  84375. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84376. */
  84377. static CleanBoneMatrixWeights: boolean;
  84378. }
  84379. }
  84380. declare module BABYLON {
  84381. /**
  84382. * Class used to store geometry data (vertex buffers + index buffer)
  84383. */
  84384. export class Geometry implements IGetSetVerticesData {
  84385. /**
  84386. * Gets or sets the ID of the geometry
  84387. */
  84388. id: string;
  84389. /**
  84390. * Gets or sets the unique ID of the geometry
  84391. */
  84392. uniqueId: number;
  84393. /**
  84394. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84395. */
  84396. delayLoadState: number;
  84397. /**
  84398. * Gets the file containing the data to load when running in delay load state
  84399. */
  84400. delayLoadingFile: Nullable<string>;
  84401. /**
  84402. * Callback called when the geometry is updated
  84403. */
  84404. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84405. private _scene;
  84406. private _engine;
  84407. private _meshes;
  84408. private _totalVertices;
  84409. /** @hidden */
  84410. _indices: IndicesArray;
  84411. /** @hidden */
  84412. _vertexBuffers: {
  84413. [key: string]: VertexBuffer;
  84414. };
  84415. private _isDisposed;
  84416. private _extend;
  84417. private _boundingBias;
  84418. /** @hidden */
  84419. _delayInfo: Array<string>;
  84420. private _indexBuffer;
  84421. private _indexBufferIsUpdatable;
  84422. /** @hidden */
  84423. _boundingInfo: Nullable<BoundingInfo>;
  84424. /** @hidden */
  84425. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84426. /** @hidden */
  84427. _softwareSkinningFrameId: number;
  84428. private _vertexArrayObjects;
  84429. private _updatable;
  84430. /** @hidden */
  84431. _positions: Nullable<Vector3[]>;
  84432. /**
  84433. * 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
  84434. */
  84435. /**
  84436. * 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
  84437. */
  84438. boundingBias: Vector2;
  84439. /**
  84440. * Static function used to attach a new empty geometry to a mesh
  84441. * @param mesh defines the mesh to attach the geometry to
  84442. * @returns the new Geometry
  84443. */
  84444. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84445. /**
  84446. * Creates a new geometry
  84447. * @param id defines the unique ID
  84448. * @param scene defines the hosting scene
  84449. * @param vertexData defines the VertexData used to get geometry data
  84450. * @param updatable defines if geometry must be updatable (false by default)
  84451. * @param mesh defines the mesh that will be associated with the geometry
  84452. */
  84453. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84454. /**
  84455. * Gets the current extend of the geometry
  84456. */
  84457. readonly extend: {
  84458. minimum: Vector3;
  84459. maximum: Vector3;
  84460. };
  84461. /**
  84462. * Gets the hosting scene
  84463. * @returns the hosting Scene
  84464. */
  84465. getScene(): Scene;
  84466. /**
  84467. * Gets the hosting engine
  84468. * @returns the hosting Engine
  84469. */
  84470. getEngine(): Engine;
  84471. /**
  84472. * Defines if the geometry is ready to use
  84473. * @returns true if the geometry is ready to be used
  84474. */
  84475. isReady(): boolean;
  84476. /**
  84477. * Gets a value indicating that the geometry should not be serialized
  84478. */
  84479. readonly doNotSerialize: boolean;
  84480. /** @hidden */
  84481. _rebuild(): void;
  84482. /**
  84483. * Affects all geometry data in one call
  84484. * @param vertexData defines the geometry data
  84485. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84486. */
  84487. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84488. /**
  84489. * Set specific vertex data
  84490. * @param kind defines the data kind (Position, normal, etc...)
  84491. * @param data defines the vertex data to use
  84492. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84493. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84494. */
  84495. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84496. /**
  84497. * Removes a specific vertex data
  84498. * @param kind defines the data kind (Position, normal, etc...)
  84499. */
  84500. removeVerticesData(kind: string): void;
  84501. /**
  84502. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84503. * @param buffer defines the vertex buffer to use
  84504. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84505. */
  84506. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84507. /**
  84508. * Update a specific vertex buffer
  84509. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84510. * It will do nothing if the buffer is not updatable
  84511. * @param kind defines the data kind (Position, normal, etc...)
  84512. * @param data defines the data to use
  84513. * @param offset defines the offset in the target buffer where to store the data
  84514. * @param useBytes set to true if the offset is in bytes
  84515. */
  84516. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84517. /**
  84518. * Update a specific vertex buffer
  84519. * This function will create a new buffer if the current one is not updatable
  84520. * @param kind defines the data kind (Position, normal, etc...)
  84521. * @param data defines the data to use
  84522. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84523. */
  84524. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84525. private _updateBoundingInfo;
  84526. /** @hidden */
  84527. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84528. /**
  84529. * Gets total number of vertices
  84530. * @returns the total number of vertices
  84531. */
  84532. getTotalVertices(): number;
  84533. /**
  84534. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84535. * @param kind defines the data kind (Position, normal, etc...)
  84536. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84537. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84538. * @returns a float array containing vertex data
  84539. */
  84540. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84541. /**
  84542. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84543. * @param kind defines the data kind (Position, normal, etc...)
  84544. * @returns true if the vertex buffer with the specified kind is updatable
  84545. */
  84546. isVertexBufferUpdatable(kind: string): boolean;
  84547. /**
  84548. * Gets a specific vertex buffer
  84549. * @param kind defines the data kind (Position, normal, etc...)
  84550. * @returns a VertexBuffer
  84551. */
  84552. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84553. /**
  84554. * Returns all vertex buffers
  84555. * @return an object holding all vertex buffers indexed by kind
  84556. */
  84557. getVertexBuffers(): Nullable<{
  84558. [key: string]: VertexBuffer;
  84559. }>;
  84560. /**
  84561. * Gets a boolean indicating if specific vertex buffer is present
  84562. * @param kind defines the data kind (Position, normal, etc...)
  84563. * @returns true if data is present
  84564. */
  84565. isVerticesDataPresent(kind: string): boolean;
  84566. /**
  84567. * Gets a list of all attached data kinds (Position, normal, etc...)
  84568. * @returns a list of string containing all kinds
  84569. */
  84570. getVerticesDataKinds(): string[];
  84571. /**
  84572. * Update index buffer
  84573. * @param indices defines the indices to store in the index buffer
  84574. * @param offset defines the offset in the target buffer where to store the data
  84575. * @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)
  84576. */
  84577. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84578. /**
  84579. * Creates a new index buffer
  84580. * @param indices defines the indices to store in the index buffer
  84581. * @param totalVertices defines the total number of vertices (could be null)
  84582. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84583. */
  84584. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84585. /**
  84586. * Return the total number of indices
  84587. * @returns the total number of indices
  84588. */
  84589. getTotalIndices(): number;
  84590. /**
  84591. * Gets the index buffer array
  84592. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84593. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84594. * @returns the index buffer array
  84595. */
  84596. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84597. /**
  84598. * Gets the index buffer
  84599. * @return the index buffer
  84600. */
  84601. getIndexBuffer(): Nullable<DataBuffer>;
  84602. /** @hidden */
  84603. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84604. /**
  84605. * Release the associated resources for a specific mesh
  84606. * @param mesh defines the source mesh
  84607. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84608. */
  84609. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84610. /**
  84611. * Apply current geometry to a given mesh
  84612. * @param mesh defines the mesh to apply geometry to
  84613. */
  84614. applyToMesh(mesh: Mesh): void;
  84615. private _updateExtend;
  84616. private _applyToMesh;
  84617. private notifyUpdate;
  84618. /**
  84619. * Load the geometry if it was flagged as delay loaded
  84620. * @param scene defines the hosting scene
  84621. * @param onLoaded defines a callback called when the geometry is loaded
  84622. */
  84623. load(scene: Scene, onLoaded?: () => void): void;
  84624. private _queueLoad;
  84625. /**
  84626. * Invert the geometry to move from a right handed system to a left handed one.
  84627. */
  84628. toLeftHanded(): void;
  84629. /** @hidden */
  84630. _resetPointsArrayCache(): void;
  84631. /** @hidden */
  84632. _generatePointsArray(): boolean;
  84633. /**
  84634. * Gets a value indicating if the geometry is disposed
  84635. * @returns true if the geometry was disposed
  84636. */
  84637. isDisposed(): boolean;
  84638. private _disposeVertexArrayObjects;
  84639. /**
  84640. * Free all associated resources
  84641. */
  84642. dispose(): void;
  84643. /**
  84644. * Clone the current geometry into a new geometry
  84645. * @param id defines the unique ID of the new geometry
  84646. * @returns a new geometry object
  84647. */
  84648. copy(id: string): Geometry;
  84649. /**
  84650. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84651. * @return a JSON representation of the current geometry data (without the vertices data)
  84652. */
  84653. serialize(): any;
  84654. private toNumberArray;
  84655. /**
  84656. * Serialize all vertices data into a JSON oject
  84657. * @returns a JSON representation of the current geometry data
  84658. */
  84659. serializeVerticeData(): any;
  84660. /**
  84661. * Extracts a clone of a mesh geometry
  84662. * @param mesh defines the source mesh
  84663. * @param id defines the unique ID of the new geometry object
  84664. * @returns the new geometry object
  84665. */
  84666. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84667. /**
  84668. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84669. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84670. * Be aware Math.random() could cause collisions, but:
  84671. * "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"
  84672. * @returns a string containing a new GUID
  84673. */
  84674. static RandomId(): string;
  84675. /** @hidden */
  84676. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84677. private static _CleanMatricesWeights;
  84678. /**
  84679. * Create a new geometry from persisted data (Using .babylon file format)
  84680. * @param parsedVertexData defines the persisted data
  84681. * @param scene defines the hosting scene
  84682. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84683. * @returns the new geometry object
  84684. */
  84685. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84686. }
  84687. }
  84688. declare module BABYLON {
  84689. /**
  84690. * Define an interface for all classes that will get and set the data on vertices
  84691. */
  84692. export interface IGetSetVerticesData {
  84693. /**
  84694. * Gets a boolean indicating if specific vertex data is present
  84695. * @param kind defines the vertex data kind to use
  84696. * @returns true is data kind is present
  84697. */
  84698. isVerticesDataPresent(kind: string): boolean;
  84699. /**
  84700. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84701. * @param kind defines the data kind (Position, normal, etc...)
  84702. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84703. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84704. * @returns a float array containing vertex data
  84705. */
  84706. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84707. /**
  84708. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84709. * @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.
  84710. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84711. * @returns the indices array or an empty array if the mesh has no geometry
  84712. */
  84713. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84714. /**
  84715. * Set specific vertex data
  84716. * @param kind defines the data kind (Position, normal, etc...)
  84717. * @param data defines the vertex data to use
  84718. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84719. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84720. */
  84721. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84722. /**
  84723. * Update a specific associated vertex buffer
  84724. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84725. * - VertexBuffer.PositionKind
  84726. * - VertexBuffer.UVKind
  84727. * - VertexBuffer.UV2Kind
  84728. * - VertexBuffer.UV3Kind
  84729. * - VertexBuffer.UV4Kind
  84730. * - VertexBuffer.UV5Kind
  84731. * - VertexBuffer.UV6Kind
  84732. * - VertexBuffer.ColorKind
  84733. * - VertexBuffer.MatricesIndicesKind
  84734. * - VertexBuffer.MatricesIndicesExtraKind
  84735. * - VertexBuffer.MatricesWeightsKind
  84736. * - VertexBuffer.MatricesWeightsExtraKind
  84737. * @param data defines the data source
  84738. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84739. * @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)
  84740. */
  84741. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84742. /**
  84743. * Creates a new index buffer
  84744. * @param indices defines the indices to store in the index buffer
  84745. * @param totalVertices defines the total number of vertices (could be null)
  84746. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84747. */
  84748. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  84749. }
  84750. /**
  84751. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  84752. */
  84753. export class VertexData {
  84754. /**
  84755. * Mesh side orientation : usually the external or front surface
  84756. */
  84757. static readonly FRONTSIDE: number;
  84758. /**
  84759. * Mesh side orientation : usually the internal or back surface
  84760. */
  84761. static readonly BACKSIDE: number;
  84762. /**
  84763. * Mesh side orientation : both internal and external or front and back surfaces
  84764. */
  84765. static readonly DOUBLESIDE: number;
  84766. /**
  84767. * Mesh side orientation : by default, `FRONTSIDE`
  84768. */
  84769. static readonly DEFAULTSIDE: number;
  84770. /**
  84771. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  84772. */
  84773. positions: Nullable<FloatArray>;
  84774. /**
  84775. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  84776. */
  84777. normals: Nullable<FloatArray>;
  84778. /**
  84779. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  84780. */
  84781. tangents: Nullable<FloatArray>;
  84782. /**
  84783. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84784. */
  84785. uvs: Nullable<FloatArray>;
  84786. /**
  84787. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84788. */
  84789. uvs2: Nullable<FloatArray>;
  84790. /**
  84791. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84792. */
  84793. uvs3: Nullable<FloatArray>;
  84794. /**
  84795. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84796. */
  84797. uvs4: Nullable<FloatArray>;
  84798. /**
  84799. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84800. */
  84801. uvs5: Nullable<FloatArray>;
  84802. /**
  84803. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84804. */
  84805. uvs6: Nullable<FloatArray>;
  84806. /**
  84807. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  84808. */
  84809. colors: Nullable<FloatArray>;
  84810. /**
  84811. * 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).
  84812. */
  84813. matricesIndices: Nullable<FloatArray>;
  84814. /**
  84815. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  84816. */
  84817. matricesWeights: Nullable<FloatArray>;
  84818. /**
  84819. * An array extending the number of possible indices
  84820. */
  84821. matricesIndicesExtra: Nullable<FloatArray>;
  84822. /**
  84823. * An array extending the number of possible weights when the number of indices is extended
  84824. */
  84825. matricesWeightsExtra: Nullable<FloatArray>;
  84826. /**
  84827. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  84828. */
  84829. indices: Nullable<IndicesArray>;
  84830. /**
  84831. * Uses the passed data array to set the set the values for the specified kind of data
  84832. * @param data a linear array of floating numbers
  84833. * @param kind the type of data that is being set, eg positions, colors etc
  84834. */
  84835. set(data: FloatArray, kind: string): void;
  84836. /**
  84837. * Associates the vertexData to the passed Mesh.
  84838. * Sets it as updatable or not (default `false`)
  84839. * @param mesh the mesh the vertexData is applied to
  84840. * @param updatable when used and having the value true allows new data to update the vertexData
  84841. * @returns the VertexData
  84842. */
  84843. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  84844. /**
  84845. * Associates the vertexData to the passed Geometry.
  84846. * Sets it as updatable or not (default `false`)
  84847. * @param geometry the geometry the vertexData is applied to
  84848. * @param updatable when used and having the value true allows new data to update the vertexData
  84849. * @returns VertexData
  84850. */
  84851. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  84852. /**
  84853. * Updates the associated mesh
  84854. * @param mesh the mesh to be updated
  84855. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84856. * @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
  84857. * @returns VertexData
  84858. */
  84859. updateMesh(mesh: Mesh): VertexData;
  84860. /**
  84861. * Updates the associated geometry
  84862. * @param geometry the geometry to be updated
  84863. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84864. * @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
  84865. * @returns VertexData.
  84866. */
  84867. updateGeometry(geometry: Geometry): VertexData;
  84868. private _applyTo;
  84869. private _update;
  84870. /**
  84871. * Transforms each position and each normal of the vertexData according to the passed Matrix
  84872. * @param matrix the transforming matrix
  84873. * @returns the VertexData
  84874. */
  84875. transform(matrix: Matrix): VertexData;
  84876. /**
  84877. * Merges the passed VertexData into the current one
  84878. * @param other the VertexData to be merged into the current one
  84879. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  84880. * @returns the modified VertexData
  84881. */
  84882. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  84883. private _mergeElement;
  84884. private _validate;
  84885. /**
  84886. * Serializes the VertexData
  84887. * @returns a serialized object
  84888. */
  84889. serialize(): any;
  84890. /**
  84891. * Extracts the vertexData from a mesh
  84892. * @param mesh the mesh from which to extract the VertexData
  84893. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  84894. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84895. * @returns the object VertexData associated to the passed mesh
  84896. */
  84897. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84898. /**
  84899. * Extracts the vertexData from the geometry
  84900. * @param geometry the geometry from which to extract the VertexData
  84901. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  84902. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84903. * @returns the object VertexData associated to the passed mesh
  84904. */
  84905. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84906. private static _ExtractFrom;
  84907. /**
  84908. * Creates the VertexData for a Ribbon
  84909. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  84910. * * pathArray array of paths, each of which an array of successive Vector3
  84911. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  84912. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  84913. * * 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
  84914. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84915. * * 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)
  84916. * * 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)
  84917. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  84918. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  84919. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  84920. * @returns the VertexData of the ribbon
  84921. */
  84922. static CreateRibbon(options: {
  84923. pathArray: Vector3[][];
  84924. closeArray?: boolean;
  84925. closePath?: boolean;
  84926. offset?: number;
  84927. sideOrientation?: number;
  84928. frontUVs?: Vector4;
  84929. backUVs?: Vector4;
  84930. invertUV?: boolean;
  84931. uvs?: Vector2[];
  84932. colors?: Color4[];
  84933. }): VertexData;
  84934. /**
  84935. * Creates the VertexData for a box
  84936. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84937. * * size sets the width, height and depth of the box to the value of size, optional default 1
  84938. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  84939. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  84940. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  84941. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84942. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84943. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84944. * * 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)
  84945. * * 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)
  84946. * @returns the VertexData of the box
  84947. */
  84948. static CreateBox(options: {
  84949. size?: number;
  84950. width?: number;
  84951. height?: number;
  84952. depth?: number;
  84953. faceUV?: Vector4[];
  84954. faceColors?: Color4[];
  84955. sideOrientation?: number;
  84956. frontUVs?: Vector4;
  84957. backUVs?: Vector4;
  84958. }): VertexData;
  84959. /**
  84960. * Creates the VertexData for a tiled box
  84961. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84962. * * faceTiles sets the pattern, tile size and number of tiles for a face
  84963. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84964. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84965. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84966. * @returns the VertexData of the box
  84967. */
  84968. static CreateTiledBox(options: {
  84969. pattern?: number;
  84970. width?: number;
  84971. height?: number;
  84972. depth?: number;
  84973. tileSize?: number;
  84974. tileWidth?: number;
  84975. tileHeight?: number;
  84976. alignHorizontal?: number;
  84977. alignVertical?: number;
  84978. faceUV?: Vector4[];
  84979. faceColors?: Color4[];
  84980. sideOrientation?: number;
  84981. }): VertexData;
  84982. /**
  84983. * Creates the VertexData for a tiled plane
  84984. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84985. * * pattern a limited pattern arrangement depending on the number
  84986. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  84987. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  84988. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  84989. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84990. * * 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)
  84991. * * 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)
  84992. * @returns the VertexData of the tiled plane
  84993. */
  84994. static CreateTiledPlane(options: {
  84995. pattern?: number;
  84996. tileSize?: number;
  84997. tileWidth?: number;
  84998. tileHeight?: number;
  84999. size?: number;
  85000. width?: number;
  85001. height?: number;
  85002. alignHorizontal?: number;
  85003. alignVertical?: number;
  85004. sideOrientation?: number;
  85005. frontUVs?: Vector4;
  85006. backUVs?: Vector4;
  85007. }): VertexData;
  85008. /**
  85009. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85010. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85011. * * segments sets the number of horizontal strips optional, default 32
  85012. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85013. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85014. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85015. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85016. * * 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
  85017. * * 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
  85018. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85019. * * 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)
  85020. * * 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)
  85021. * @returns the VertexData of the ellipsoid
  85022. */
  85023. static CreateSphere(options: {
  85024. segments?: number;
  85025. diameter?: number;
  85026. diameterX?: number;
  85027. diameterY?: number;
  85028. diameterZ?: number;
  85029. arc?: number;
  85030. slice?: number;
  85031. sideOrientation?: number;
  85032. frontUVs?: Vector4;
  85033. backUVs?: Vector4;
  85034. }): VertexData;
  85035. /**
  85036. * Creates the VertexData for a cylinder, cone or prism
  85037. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85038. * * height sets the height (y direction) of the cylinder, optional, default 2
  85039. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85040. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85041. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85042. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85043. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85044. * * 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
  85045. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85046. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85047. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85048. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85049. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85050. * * 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)
  85051. * * 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)
  85052. * @returns the VertexData of the cylinder, cone or prism
  85053. */
  85054. static CreateCylinder(options: {
  85055. height?: number;
  85056. diameterTop?: number;
  85057. diameterBottom?: number;
  85058. diameter?: number;
  85059. tessellation?: number;
  85060. subdivisions?: number;
  85061. arc?: number;
  85062. faceColors?: Color4[];
  85063. faceUV?: Vector4[];
  85064. hasRings?: boolean;
  85065. enclose?: boolean;
  85066. sideOrientation?: number;
  85067. frontUVs?: Vector4;
  85068. backUVs?: Vector4;
  85069. }): VertexData;
  85070. /**
  85071. * Creates the VertexData for a torus
  85072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85073. * * diameter the diameter of the torus, optional default 1
  85074. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85075. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85076. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85077. * * 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)
  85078. * * 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)
  85079. * @returns the VertexData of the torus
  85080. */
  85081. static CreateTorus(options: {
  85082. diameter?: number;
  85083. thickness?: number;
  85084. tessellation?: number;
  85085. sideOrientation?: number;
  85086. frontUVs?: Vector4;
  85087. backUVs?: Vector4;
  85088. }): VertexData;
  85089. /**
  85090. * Creates the VertexData of the LineSystem
  85091. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85092. * - lines an array of lines, each line being an array of successive Vector3
  85093. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85094. * @returns the VertexData of the LineSystem
  85095. */
  85096. static CreateLineSystem(options: {
  85097. lines: Vector3[][];
  85098. colors?: Nullable<Color4[][]>;
  85099. }): VertexData;
  85100. /**
  85101. * Create the VertexData for a DashedLines
  85102. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85103. * - points an array successive Vector3
  85104. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85105. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85106. * - dashNb the intended total number of dashes, optional, default 200
  85107. * @returns the VertexData for the DashedLines
  85108. */
  85109. static CreateDashedLines(options: {
  85110. points: Vector3[];
  85111. dashSize?: number;
  85112. gapSize?: number;
  85113. dashNb?: number;
  85114. }): VertexData;
  85115. /**
  85116. * Creates the VertexData for a Ground
  85117. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85118. * - width the width (x direction) of the ground, optional, default 1
  85119. * - height the height (z direction) of the ground, optional, default 1
  85120. * - subdivisions the number of subdivisions per side, optional, default 1
  85121. * @returns the VertexData of the Ground
  85122. */
  85123. static CreateGround(options: {
  85124. width?: number;
  85125. height?: number;
  85126. subdivisions?: number;
  85127. subdivisionsX?: number;
  85128. subdivisionsY?: number;
  85129. }): VertexData;
  85130. /**
  85131. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85132. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85133. * * xmin the ground minimum X coordinate, optional, default -1
  85134. * * zmin the ground minimum Z coordinate, optional, default -1
  85135. * * xmax the ground maximum X coordinate, optional, default 1
  85136. * * zmax the ground maximum Z coordinate, optional, default 1
  85137. * * 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}
  85138. * * 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}
  85139. * @returns the VertexData of the TiledGround
  85140. */
  85141. static CreateTiledGround(options: {
  85142. xmin: number;
  85143. zmin: number;
  85144. xmax: number;
  85145. zmax: number;
  85146. subdivisions?: {
  85147. w: number;
  85148. h: number;
  85149. };
  85150. precision?: {
  85151. w: number;
  85152. h: number;
  85153. };
  85154. }): VertexData;
  85155. /**
  85156. * Creates the VertexData of the Ground designed from a heightmap
  85157. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85158. * * width the width (x direction) of the ground
  85159. * * height the height (z direction) of the ground
  85160. * * subdivisions the number of subdivisions per side
  85161. * * minHeight the minimum altitude on the ground, optional, default 0
  85162. * * maxHeight the maximum altitude on the ground, optional default 1
  85163. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85164. * * buffer the array holding the image color data
  85165. * * bufferWidth the width of image
  85166. * * bufferHeight the height of image
  85167. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85168. * @returns the VertexData of the Ground designed from a heightmap
  85169. */
  85170. static CreateGroundFromHeightMap(options: {
  85171. width: number;
  85172. height: number;
  85173. subdivisions: number;
  85174. minHeight: number;
  85175. maxHeight: number;
  85176. colorFilter: Color3;
  85177. buffer: Uint8Array;
  85178. bufferWidth: number;
  85179. bufferHeight: number;
  85180. alphaFilter: number;
  85181. }): VertexData;
  85182. /**
  85183. * Creates the VertexData for a Plane
  85184. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85185. * * size sets the width and height of the plane to the value of size, optional default 1
  85186. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85187. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85188. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85189. * * 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)
  85190. * * 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)
  85191. * @returns the VertexData of the box
  85192. */
  85193. static CreatePlane(options: {
  85194. size?: number;
  85195. width?: number;
  85196. height?: number;
  85197. sideOrientation?: number;
  85198. frontUVs?: Vector4;
  85199. backUVs?: Vector4;
  85200. }): VertexData;
  85201. /**
  85202. * Creates the VertexData of the Disc or regular Polygon
  85203. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85204. * * radius the radius of the disc, optional default 0.5
  85205. * * tessellation the number of polygon sides, optional, default 64
  85206. * * 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
  85207. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85208. * * 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)
  85209. * * 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)
  85210. * @returns the VertexData of the box
  85211. */
  85212. static CreateDisc(options: {
  85213. radius?: number;
  85214. tessellation?: number;
  85215. arc?: number;
  85216. sideOrientation?: number;
  85217. frontUVs?: Vector4;
  85218. backUVs?: Vector4;
  85219. }): VertexData;
  85220. /**
  85221. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85222. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85223. * @param polygon a mesh built from polygonTriangulation.build()
  85224. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85225. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85226. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85227. * @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)
  85228. * @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)
  85229. * @returns the VertexData of the Polygon
  85230. */
  85231. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85232. /**
  85233. * Creates the VertexData of the IcoSphere
  85234. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85235. * * radius the radius of the IcoSphere, optional default 1
  85236. * * radiusX allows stretching in the x direction, optional, default radius
  85237. * * radiusY allows stretching in the y direction, optional, default radius
  85238. * * radiusZ allows stretching in the z direction, optional, default radius
  85239. * * flat when true creates a flat shaded mesh, optional, default true
  85240. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85241. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85242. * * 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)
  85243. * * 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)
  85244. * @returns the VertexData of the IcoSphere
  85245. */
  85246. static CreateIcoSphere(options: {
  85247. radius?: number;
  85248. radiusX?: number;
  85249. radiusY?: number;
  85250. radiusZ?: number;
  85251. flat?: boolean;
  85252. subdivisions?: number;
  85253. sideOrientation?: number;
  85254. frontUVs?: Vector4;
  85255. backUVs?: Vector4;
  85256. }): VertexData;
  85257. /**
  85258. * Creates the VertexData for a Polyhedron
  85259. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85260. * * type provided types are:
  85261. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85262. * * 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)
  85263. * * size the size of the IcoSphere, optional default 1
  85264. * * sizeX allows stretching in the x direction, optional, default size
  85265. * * sizeY allows stretching in the y direction, optional, default size
  85266. * * sizeZ allows stretching in the z direction, optional, default size
  85267. * * 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
  85268. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85269. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85270. * * flat when true creates a flat shaded mesh, optional, default true
  85271. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85272. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85273. * * 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)
  85274. * * 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)
  85275. * @returns the VertexData of the Polyhedron
  85276. */
  85277. static CreatePolyhedron(options: {
  85278. type?: number;
  85279. size?: number;
  85280. sizeX?: number;
  85281. sizeY?: number;
  85282. sizeZ?: number;
  85283. custom?: any;
  85284. faceUV?: Vector4[];
  85285. faceColors?: Color4[];
  85286. flat?: boolean;
  85287. sideOrientation?: number;
  85288. frontUVs?: Vector4;
  85289. backUVs?: Vector4;
  85290. }): VertexData;
  85291. /**
  85292. * Creates the VertexData for a TorusKnot
  85293. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85294. * * radius the radius of the torus knot, optional, default 2
  85295. * * tube the thickness of the tube, optional, default 0.5
  85296. * * radialSegments the number of sides on each tube segments, optional, default 32
  85297. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85298. * * p the number of windings around the z axis, optional, default 2
  85299. * * q the number of windings around the x axis, optional, default 3
  85300. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85301. * * 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)
  85302. * * 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)
  85303. * @returns the VertexData of the Torus Knot
  85304. */
  85305. static CreateTorusKnot(options: {
  85306. radius?: number;
  85307. tube?: number;
  85308. radialSegments?: number;
  85309. tubularSegments?: number;
  85310. p?: number;
  85311. q?: number;
  85312. sideOrientation?: number;
  85313. frontUVs?: Vector4;
  85314. backUVs?: Vector4;
  85315. }): VertexData;
  85316. /**
  85317. * Compute normals for given positions and indices
  85318. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85319. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85320. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85321. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85322. * * facetNormals : optional array of facet normals (vector3)
  85323. * * facetPositions : optional array of facet positions (vector3)
  85324. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85325. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85326. * * bInfo : optional bounding info, required for facetPartitioning computation
  85327. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85328. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85329. * * useRightHandedSystem: optional boolean to for right handed system computation
  85330. * * depthSort : optional boolean to enable the facet depth sort computation
  85331. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85332. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85333. */
  85334. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85335. facetNormals?: any;
  85336. facetPositions?: any;
  85337. facetPartitioning?: any;
  85338. ratio?: number;
  85339. bInfo?: any;
  85340. bbSize?: Vector3;
  85341. subDiv?: any;
  85342. useRightHandedSystem?: boolean;
  85343. depthSort?: boolean;
  85344. distanceTo?: Vector3;
  85345. depthSortedFacets?: any;
  85346. }): void;
  85347. /** @hidden */
  85348. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85349. /**
  85350. * Applies VertexData created from the imported parameters to the geometry
  85351. * @param parsedVertexData the parsed data from an imported file
  85352. * @param geometry the geometry to apply the VertexData to
  85353. */
  85354. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85355. }
  85356. }
  85357. declare module BABYLON {
  85358. /**
  85359. * Defines a target to use with MorphTargetManager
  85360. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85361. */
  85362. export class MorphTarget implements IAnimatable {
  85363. /** defines the name of the target */
  85364. name: string;
  85365. /**
  85366. * Gets or sets the list of animations
  85367. */
  85368. animations: Animation[];
  85369. private _scene;
  85370. private _positions;
  85371. private _normals;
  85372. private _tangents;
  85373. private _uvs;
  85374. private _influence;
  85375. /**
  85376. * Observable raised when the influence changes
  85377. */
  85378. onInfluenceChanged: Observable<boolean>;
  85379. /** @hidden */
  85380. _onDataLayoutChanged: Observable<void>;
  85381. /**
  85382. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85383. */
  85384. influence: number;
  85385. /**
  85386. * Gets or sets the id of the morph Target
  85387. */
  85388. id: string;
  85389. private _animationPropertiesOverride;
  85390. /**
  85391. * Gets or sets the animation properties override
  85392. */
  85393. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85394. /**
  85395. * Creates a new MorphTarget
  85396. * @param name defines the name of the target
  85397. * @param influence defines the influence to use
  85398. * @param scene defines the scene the morphtarget belongs to
  85399. */
  85400. constructor(
  85401. /** defines the name of the target */
  85402. name: string, influence?: number, scene?: Nullable<Scene>);
  85403. /**
  85404. * Gets a boolean defining if the target contains position data
  85405. */
  85406. readonly hasPositions: boolean;
  85407. /**
  85408. * Gets a boolean defining if the target contains normal data
  85409. */
  85410. readonly hasNormals: boolean;
  85411. /**
  85412. * Gets a boolean defining if the target contains tangent data
  85413. */
  85414. readonly hasTangents: boolean;
  85415. /**
  85416. * Gets a boolean defining if the target contains texture coordinates data
  85417. */
  85418. readonly hasUVs: boolean;
  85419. /**
  85420. * Affects position data to this target
  85421. * @param data defines the position data to use
  85422. */
  85423. setPositions(data: Nullable<FloatArray>): void;
  85424. /**
  85425. * Gets the position data stored in this target
  85426. * @returns a FloatArray containing the position data (or null if not present)
  85427. */
  85428. getPositions(): Nullable<FloatArray>;
  85429. /**
  85430. * Affects normal data to this target
  85431. * @param data defines the normal data to use
  85432. */
  85433. setNormals(data: Nullable<FloatArray>): void;
  85434. /**
  85435. * Gets the normal data stored in this target
  85436. * @returns a FloatArray containing the normal data (or null if not present)
  85437. */
  85438. getNormals(): Nullable<FloatArray>;
  85439. /**
  85440. * Affects tangent data to this target
  85441. * @param data defines the tangent data to use
  85442. */
  85443. setTangents(data: Nullable<FloatArray>): void;
  85444. /**
  85445. * Gets the tangent data stored in this target
  85446. * @returns a FloatArray containing the tangent data (or null if not present)
  85447. */
  85448. getTangents(): Nullable<FloatArray>;
  85449. /**
  85450. * Affects texture coordinates data to this target
  85451. * @param data defines the texture coordinates data to use
  85452. */
  85453. setUVs(data: Nullable<FloatArray>): void;
  85454. /**
  85455. * Gets the texture coordinates data stored in this target
  85456. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85457. */
  85458. getUVs(): Nullable<FloatArray>;
  85459. /**
  85460. * Serializes the current target into a Serialization object
  85461. * @returns the serialized object
  85462. */
  85463. serialize(): any;
  85464. /**
  85465. * Returns the string "MorphTarget"
  85466. * @returns "MorphTarget"
  85467. */
  85468. getClassName(): string;
  85469. /**
  85470. * Creates a new target from serialized data
  85471. * @param serializationObject defines the serialized data to use
  85472. * @returns a new MorphTarget
  85473. */
  85474. static Parse(serializationObject: any): MorphTarget;
  85475. /**
  85476. * Creates a MorphTarget from mesh data
  85477. * @param mesh defines the source mesh
  85478. * @param name defines the name to use for the new target
  85479. * @param influence defines the influence to attach to the target
  85480. * @returns a new MorphTarget
  85481. */
  85482. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85483. }
  85484. }
  85485. declare module BABYLON {
  85486. /**
  85487. * This class is used to deform meshes using morphing between different targets
  85488. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85489. */
  85490. export class MorphTargetManager {
  85491. private _targets;
  85492. private _targetInfluenceChangedObservers;
  85493. private _targetDataLayoutChangedObservers;
  85494. private _activeTargets;
  85495. private _scene;
  85496. private _influences;
  85497. private _supportsNormals;
  85498. private _supportsTangents;
  85499. private _supportsUVs;
  85500. private _vertexCount;
  85501. private _uniqueId;
  85502. private _tempInfluences;
  85503. /**
  85504. * Gets or sets a boolean indicating if normals must be morphed
  85505. */
  85506. enableNormalMorphing: boolean;
  85507. /**
  85508. * Gets or sets a boolean indicating if tangents must be morphed
  85509. */
  85510. enableTangentMorphing: boolean;
  85511. /**
  85512. * Gets or sets a boolean indicating if UV must be morphed
  85513. */
  85514. enableUVMorphing: boolean;
  85515. /**
  85516. * Creates a new MorphTargetManager
  85517. * @param scene defines the current scene
  85518. */
  85519. constructor(scene?: Nullable<Scene>);
  85520. /**
  85521. * Gets the unique ID of this manager
  85522. */
  85523. readonly uniqueId: number;
  85524. /**
  85525. * Gets the number of vertices handled by this manager
  85526. */
  85527. readonly vertexCount: number;
  85528. /**
  85529. * Gets a boolean indicating if this manager supports morphing of normals
  85530. */
  85531. readonly supportsNormals: boolean;
  85532. /**
  85533. * Gets a boolean indicating if this manager supports morphing of tangents
  85534. */
  85535. readonly supportsTangents: boolean;
  85536. /**
  85537. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85538. */
  85539. readonly supportsUVs: boolean;
  85540. /**
  85541. * Gets the number of targets stored in this manager
  85542. */
  85543. readonly numTargets: number;
  85544. /**
  85545. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85546. */
  85547. readonly numInfluencers: number;
  85548. /**
  85549. * Gets the list of influences (one per target)
  85550. */
  85551. readonly influences: Float32Array;
  85552. /**
  85553. * Gets the active target at specified index. An active target is a target with an influence > 0
  85554. * @param index defines the index to check
  85555. * @returns the requested target
  85556. */
  85557. getActiveTarget(index: number): MorphTarget;
  85558. /**
  85559. * Gets the target at specified index
  85560. * @param index defines the index to check
  85561. * @returns the requested target
  85562. */
  85563. getTarget(index: number): MorphTarget;
  85564. /**
  85565. * Add a new target to this manager
  85566. * @param target defines the target to add
  85567. */
  85568. addTarget(target: MorphTarget): void;
  85569. /**
  85570. * Removes a target from the manager
  85571. * @param target defines the target to remove
  85572. */
  85573. removeTarget(target: MorphTarget): void;
  85574. /**
  85575. * Serializes the current manager into a Serialization object
  85576. * @returns the serialized object
  85577. */
  85578. serialize(): any;
  85579. private _syncActiveTargets;
  85580. /**
  85581. * Syncrhonize the targets with all the meshes using this morph target manager
  85582. */
  85583. synchronize(): void;
  85584. /**
  85585. * Creates a new MorphTargetManager from serialized data
  85586. * @param serializationObject defines the serialized data
  85587. * @param scene defines the hosting scene
  85588. * @returns the new MorphTargetManager
  85589. */
  85590. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85591. }
  85592. }
  85593. declare module BABYLON {
  85594. /**
  85595. * Class used to represent a specific level of detail of a mesh
  85596. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85597. */
  85598. export class MeshLODLevel {
  85599. /** Defines the distance where this level should star being displayed */
  85600. distance: number;
  85601. /** Defines the mesh to use to render this level */
  85602. mesh: Nullable<Mesh>;
  85603. /**
  85604. * Creates a new LOD level
  85605. * @param distance defines the distance where this level should star being displayed
  85606. * @param mesh defines the mesh to use to render this level
  85607. */
  85608. constructor(
  85609. /** Defines the distance where this level should star being displayed */
  85610. distance: number,
  85611. /** Defines the mesh to use to render this level */
  85612. mesh: Nullable<Mesh>);
  85613. }
  85614. }
  85615. declare module BABYLON {
  85616. /**
  85617. * Mesh representing the gorund
  85618. */
  85619. export class GroundMesh extends Mesh {
  85620. /** If octree should be generated */
  85621. generateOctree: boolean;
  85622. private _heightQuads;
  85623. /** @hidden */
  85624. _subdivisionsX: number;
  85625. /** @hidden */
  85626. _subdivisionsY: number;
  85627. /** @hidden */
  85628. _width: number;
  85629. /** @hidden */
  85630. _height: number;
  85631. /** @hidden */
  85632. _minX: number;
  85633. /** @hidden */
  85634. _maxX: number;
  85635. /** @hidden */
  85636. _minZ: number;
  85637. /** @hidden */
  85638. _maxZ: number;
  85639. constructor(name: string, scene: Scene);
  85640. /**
  85641. * "GroundMesh"
  85642. * @returns "GroundMesh"
  85643. */
  85644. getClassName(): string;
  85645. /**
  85646. * The minimum of x and y subdivisions
  85647. */
  85648. readonly subdivisions: number;
  85649. /**
  85650. * X subdivisions
  85651. */
  85652. readonly subdivisionsX: number;
  85653. /**
  85654. * Y subdivisions
  85655. */
  85656. readonly subdivisionsY: number;
  85657. /**
  85658. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85659. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85660. * @param chunksCount the number of subdivisions for x and y
  85661. * @param octreeBlocksSize (Default: 32)
  85662. */
  85663. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85664. /**
  85665. * Returns a height (y) value in the Worl system :
  85666. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85667. * @param x x coordinate
  85668. * @param z z coordinate
  85669. * @returns the ground y position if (x, z) are outside the ground surface.
  85670. */
  85671. getHeightAtCoordinates(x: number, z: number): number;
  85672. /**
  85673. * Returns a normalized vector (Vector3) orthogonal to the ground
  85674. * at the ground coordinates (x, z) expressed in the World system.
  85675. * @param x x coordinate
  85676. * @param z z coordinate
  85677. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85678. */
  85679. getNormalAtCoordinates(x: number, z: number): Vector3;
  85680. /**
  85681. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85682. * at the ground coordinates (x, z) expressed in the World system.
  85683. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85684. * @param x x coordinate
  85685. * @param z z coordinate
  85686. * @param ref vector to store the result
  85687. * @returns the GroundMesh.
  85688. */
  85689. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85690. /**
  85691. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85692. * if the ground has been updated.
  85693. * This can be used in the render loop.
  85694. * @returns the GroundMesh.
  85695. */
  85696. updateCoordinateHeights(): GroundMesh;
  85697. private _getFacetAt;
  85698. private _initHeightQuads;
  85699. private _computeHeightQuads;
  85700. /**
  85701. * Serializes this ground mesh
  85702. * @param serializationObject object to write serialization to
  85703. */
  85704. serialize(serializationObject: any): void;
  85705. /**
  85706. * Parses a serialized ground mesh
  85707. * @param parsedMesh the serialized mesh
  85708. * @param scene the scene to create the ground mesh in
  85709. * @returns the created ground mesh
  85710. */
  85711. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85712. }
  85713. }
  85714. declare module BABYLON {
  85715. /**
  85716. * Interface for Physics-Joint data
  85717. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85718. */
  85719. export interface PhysicsJointData {
  85720. /**
  85721. * The main pivot of the joint
  85722. */
  85723. mainPivot?: Vector3;
  85724. /**
  85725. * The connected pivot of the joint
  85726. */
  85727. connectedPivot?: Vector3;
  85728. /**
  85729. * The main axis of the joint
  85730. */
  85731. mainAxis?: Vector3;
  85732. /**
  85733. * The connected axis of the joint
  85734. */
  85735. connectedAxis?: Vector3;
  85736. /**
  85737. * The collision of the joint
  85738. */
  85739. collision?: boolean;
  85740. /**
  85741. * Native Oimo/Cannon/Energy data
  85742. */
  85743. nativeParams?: any;
  85744. }
  85745. /**
  85746. * This is a holder class for the physics joint created by the physics plugin
  85747. * It holds a set of functions to control the underlying joint
  85748. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85749. */
  85750. export class PhysicsJoint {
  85751. /**
  85752. * The type of the physics joint
  85753. */
  85754. type: number;
  85755. /**
  85756. * The data for the physics joint
  85757. */
  85758. jointData: PhysicsJointData;
  85759. private _physicsJoint;
  85760. protected _physicsPlugin: IPhysicsEnginePlugin;
  85761. /**
  85762. * Initializes the physics joint
  85763. * @param type The type of the physics joint
  85764. * @param jointData The data for the physics joint
  85765. */
  85766. constructor(
  85767. /**
  85768. * The type of the physics joint
  85769. */
  85770. type: number,
  85771. /**
  85772. * The data for the physics joint
  85773. */
  85774. jointData: PhysicsJointData);
  85775. /**
  85776. * Gets the physics joint
  85777. */
  85778. /**
  85779. * Sets the physics joint
  85780. */
  85781. physicsJoint: any;
  85782. /**
  85783. * Sets the physics plugin
  85784. */
  85785. physicsPlugin: IPhysicsEnginePlugin;
  85786. /**
  85787. * Execute a function that is physics-plugin specific.
  85788. * @param {Function} func the function that will be executed.
  85789. * It accepts two parameters: the physics world and the physics joint
  85790. */
  85791. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  85792. /**
  85793. * Distance-Joint type
  85794. */
  85795. static DistanceJoint: number;
  85796. /**
  85797. * Hinge-Joint type
  85798. */
  85799. static HingeJoint: number;
  85800. /**
  85801. * Ball-and-Socket joint type
  85802. */
  85803. static BallAndSocketJoint: number;
  85804. /**
  85805. * Wheel-Joint type
  85806. */
  85807. static WheelJoint: number;
  85808. /**
  85809. * Slider-Joint type
  85810. */
  85811. static SliderJoint: number;
  85812. /**
  85813. * Prismatic-Joint type
  85814. */
  85815. static PrismaticJoint: number;
  85816. /**
  85817. * Universal-Joint type
  85818. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  85819. */
  85820. static UniversalJoint: number;
  85821. /**
  85822. * Hinge-Joint 2 type
  85823. */
  85824. static Hinge2Joint: number;
  85825. /**
  85826. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  85827. */
  85828. static PointToPointJoint: number;
  85829. /**
  85830. * Spring-Joint type
  85831. */
  85832. static SpringJoint: number;
  85833. /**
  85834. * Lock-Joint type
  85835. */
  85836. static LockJoint: number;
  85837. }
  85838. /**
  85839. * A class representing a physics distance joint
  85840. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85841. */
  85842. export class DistanceJoint extends PhysicsJoint {
  85843. /**
  85844. *
  85845. * @param jointData The data for the Distance-Joint
  85846. */
  85847. constructor(jointData: DistanceJointData);
  85848. /**
  85849. * Update the predefined distance.
  85850. * @param maxDistance The maximum preferred distance
  85851. * @param minDistance The minimum preferred distance
  85852. */
  85853. updateDistance(maxDistance: number, minDistance?: number): void;
  85854. }
  85855. /**
  85856. * Represents a Motor-Enabled Joint
  85857. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85858. */
  85859. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  85860. /**
  85861. * Initializes the Motor-Enabled Joint
  85862. * @param type The type of the joint
  85863. * @param jointData The physica joint data for the joint
  85864. */
  85865. constructor(type: number, jointData: PhysicsJointData);
  85866. /**
  85867. * Set the motor values.
  85868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85869. * @param force the force to apply
  85870. * @param maxForce max force for this motor.
  85871. */
  85872. setMotor(force?: number, maxForce?: number): void;
  85873. /**
  85874. * Set the motor's limits.
  85875. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85876. * @param upperLimit The upper limit of the motor
  85877. * @param lowerLimit The lower limit of the motor
  85878. */
  85879. setLimit(upperLimit: number, lowerLimit?: number): void;
  85880. }
  85881. /**
  85882. * This class represents a single physics Hinge-Joint
  85883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85884. */
  85885. export class HingeJoint extends MotorEnabledJoint {
  85886. /**
  85887. * Initializes the Hinge-Joint
  85888. * @param jointData The joint data for the Hinge-Joint
  85889. */
  85890. constructor(jointData: PhysicsJointData);
  85891. /**
  85892. * Set the motor values.
  85893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85894. * @param {number} force the force to apply
  85895. * @param {number} maxForce max force for this motor.
  85896. */
  85897. setMotor(force?: number, maxForce?: number): void;
  85898. /**
  85899. * Set the motor's limits.
  85900. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85901. * @param upperLimit The upper limit of the motor
  85902. * @param lowerLimit The lower limit of the motor
  85903. */
  85904. setLimit(upperLimit: number, lowerLimit?: number): void;
  85905. }
  85906. /**
  85907. * This class represents a dual hinge physics joint (same as wheel joint)
  85908. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85909. */
  85910. export class Hinge2Joint extends MotorEnabledJoint {
  85911. /**
  85912. * Initializes the Hinge2-Joint
  85913. * @param jointData The joint data for the Hinge2-Joint
  85914. */
  85915. constructor(jointData: PhysicsJointData);
  85916. /**
  85917. * Set the motor values.
  85918. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85919. * @param {number} targetSpeed the speed the motor is to reach
  85920. * @param {number} maxForce max force for this motor.
  85921. * @param {motorIndex} the motor's index, 0 or 1.
  85922. */
  85923. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  85924. /**
  85925. * Set the motor limits.
  85926. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85927. * @param {number} upperLimit the upper limit
  85928. * @param {number} lowerLimit lower limit
  85929. * @param {motorIndex} the motor's index, 0 or 1.
  85930. */
  85931. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85932. }
  85933. /**
  85934. * Interface for a motor enabled joint
  85935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85936. */
  85937. export interface IMotorEnabledJoint {
  85938. /**
  85939. * Physics joint
  85940. */
  85941. physicsJoint: any;
  85942. /**
  85943. * Sets the motor of the motor-enabled joint
  85944. * @param force The force of the motor
  85945. * @param maxForce The maximum force of the motor
  85946. * @param motorIndex The index of the motor
  85947. */
  85948. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  85949. /**
  85950. * Sets the limit of the motor
  85951. * @param upperLimit The upper limit of the motor
  85952. * @param lowerLimit The lower limit of the motor
  85953. * @param motorIndex The index of the motor
  85954. */
  85955. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85956. }
  85957. /**
  85958. * Joint data for a Distance-Joint
  85959. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85960. */
  85961. export interface DistanceJointData extends PhysicsJointData {
  85962. /**
  85963. * Max distance the 2 joint objects can be apart
  85964. */
  85965. maxDistance: number;
  85966. }
  85967. /**
  85968. * Joint data from a spring joint
  85969. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85970. */
  85971. export interface SpringJointData extends PhysicsJointData {
  85972. /**
  85973. * Length of the spring
  85974. */
  85975. length: number;
  85976. /**
  85977. * Stiffness of the spring
  85978. */
  85979. stiffness: number;
  85980. /**
  85981. * Damping of the spring
  85982. */
  85983. damping: number;
  85984. /** this callback will be called when applying the force to the impostors. */
  85985. forceApplicationCallback: () => void;
  85986. }
  85987. }
  85988. declare module BABYLON {
  85989. /**
  85990. * Holds the data for the raycast result
  85991. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85992. */
  85993. export class PhysicsRaycastResult {
  85994. private _hasHit;
  85995. private _hitDistance;
  85996. private _hitNormalWorld;
  85997. private _hitPointWorld;
  85998. private _rayFromWorld;
  85999. private _rayToWorld;
  86000. /**
  86001. * Gets if there was a hit
  86002. */
  86003. readonly hasHit: boolean;
  86004. /**
  86005. * Gets the distance from the hit
  86006. */
  86007. readonly hitDistance: number;
  86008. /**
  86009. * Gets the hit normal/direction in the world
  86010. */
  86011. readonly hitNormalWorld: Vector3;
  86012. /**
  86013. * Gets the hit point in the world
  86014. */
  86015. readonly hitPointWorld: Vector3;
  86016. /**
  86017. * Gets the ray "start point" of the ray in the world
  86018. */
  86019. readonly rayFromWorld: Vector3;
  86020. /**
  86021. * Gets the ray "end point" of the ray in the world
  86022. */
  86023. readonly rayToWorld: Vector3;
  86024. /**
  86025. * Sets the hit data (normal & point in world space)
  86026. * @param hitNormalWorld defines the normal in world space
  86027. * @param hitPointWorld defines the point in world space
  86028. */
  86029. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86030. /**
  86031. * Sets the distance from the start point to the hit point
  86032. * @param distance
  86033. */
  86034. setHitDistance(distance: number): void;
  86035. /**
  86036. * Calculates the distance manually
  86037. */
  86038. calculateHitDistance(): void;
  86039. /**
  86040. * Resets all the values to default
  86041. * @param from The from point on world space
  86042. * @param to The to point on world space
  86043. */
  86044. reset(from?: Vector3, to?: Vector3): void;
  86045. }
  86046. /**
  86047. * Interface for the size containing width and height
  86048. */
  86049. interface IXYZ {
  86050. /**
  86051. * X
  86052. */
  86053. x: number;
  86054. /**
  86055. * Y
  86056. */
  86057. y: number;
  86058. /**
  86059. * Z
  86060. */
  86061. z: number;
  86062. }
  86063. }
  86064. declare module BABYLON {
  86065. /**
  86066. * Interface used to describe a physics joint
  86067. */
  86068. export interface PhysicsImpostorJoint {
  86069. /** Defines the main impostor to which the joint is linked */
  86070. mainImpostor: PhysicsImpostor;
  86071. /** Defines the impostor that is connected to the main impostor using this joint */
  86072. connectedImpostor: PhysicsImpostor;
  86073. /** Defines the joint itself */
  86074. joint: PhysicsJoint;
  86075. }
  86076. /** @hidden */
  86077. export interface IPhysicsEnginePlugin {
  86078. world: any;
  86079. name: string;
  86080. setGravity(gravity: Vector3): void;
  86081. setTimeStep(timeStep: number): void;
  86082. getTimeStep(): number;
  86083. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86084. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86085. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86086. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86087. removePhysicsBody(impostor: PhysicsImpostor): void;
  86088. generateJoint(joint: PhysicsImpostorJoint): void;
  86089. removeJoint(joint: PhysicsImpostorJoint): void;
  86090. isSupported(): boolean;
  86091. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86092. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86093. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86094. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86095. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86096. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86097. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86098. getBodyMass(impostor: PhysicsImpostor): number;
  86099. getBodyFriction(impostor: PhysicsImpostor): number;
  86100. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86101. getBodyRestitution(impostor: PhysicsImpostor): number;
  86102. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86103. getBodyPressure?(impostor: PhysicsImpostor): number;
  86104. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86105. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86106. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86107. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86108. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86109. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86110. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86111. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86112. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86113. sleepBody(impostor: PhysicsImpostor): void;
  86114. wakeUpBody(impostor: PhysicsImpostor): void;
  86115. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86116. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86117. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86118. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86119. getRadius(impostor: PhysicsImpostor): number;
  86120. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86121. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86122. dispose(): void;
  86123. }
  86124. /**
  86125. * Interface used to define a physics engine
  86126. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86127. */
  86128. export interface IPhysicsEngine {
  86129. /**
  86130. * Gets the gravity vector used by the simulation
  86131. */
  86132. gravity: Vector3;
  86133. /**
  86134. * Sets the gravity vector used by the simulation
  86135. * @param gravity defines the gravity vector to use
  86136. */
  86137. setGravity(gravity: Vector3): void;
  86138. /**
  86139. * Set the time step of the physics engine.
  86140. * Default is 1/60.
  86141. * To slow it down, enter 1/600 for example.
  86142. * To speed it up, 1/30
  86143. * @param newTimeStep the new timestep to apply to this world.
  86144. */
  86145. setTimeStep(newTimeStep: number): void;
  86146. /**
  86147. * Get the time step of the physics engine.
  86148. * @returns the current time step
  86149. */
  86150. getTimeStep(): number;
  86151. /**
  86152. * Release all resources
  86153. */
  86154. dispose(): void;
  86155. /**
  86156. * Gets the name of the current physics plugin
  86157. * @returns the name of the plugin
  86158. */
  86159. getPhysicsPluginName(): string;
  86160. /**
  86161. * Adding a new impostor for the impostor tracking.
  86162. * This will be done by the impostor itself.
  86163. * @param impostor the impostor to add
  86164. */
  86165. addImpostor(impostor: PhysicsImpostor): void;
  86166. /**
  86167. * Remove an impostor from the engine.
  86168. * This impostor and its mesh will not longer be updated by the physics engine.
  86169. * @param impostor the impostor to remove
  86170. */
  86171. removeImpostor(impostor: PhysicsImpostor): void;
  86172. /**
  86173. * Add a joint to the physics engine
  86174. * @param mainImpostor defines the main impostor to which the joint is added.
  86175. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86176. * @param joint defines the joint that will connect both impostors.
  86177. */
  86178. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86179. /**
  86180. * Removes a joint from the simulation
  86181. * @param mainImpostor defines the impostor used with the joint
  86182. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86183. * @param joint defines the joint to remove
  86184. */
  86185. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86186. /**
  86187. * Gets the current plugin used to run the simulation
  86188. * @returns current plugin
  86189. */
  86190. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86191. /**
  86192. * Gets the list of physic impostors
  86193. * @returns an array of PhysicsImpostor
  86194. */
  86195. getImpostors(): Array<PhysicsImpostor>;
  86196. /**
  86197. * Gets the impostor for a physics enabled object
  86198. * @param object defines the object impersonated by the impostor
  86199. * @returns the PhysicsImpostor or null if not found
  86200. */
  86201. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86202. /**
  86203. * Gets the impostor for a physics body object
  86204. * @param body defines physics body used by the impostor
  86205. * @returns the PhysicsImpostor or null if not found
  86206. */
  86207. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86208. /**
  86209. * Does a raycast in the physics world
  86210. * @param from when should the ray start?
  86211. * @param to when should the ray end?
  86212. * @returns PhysicsRaycastResult
  86213. */
  86214. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86215. /**
  86216. * Called by the scene. No need to call it.
  86217. * @param delta defines the timespam between frames
  86218. */
  86219. _step(delta: number): void;
  86220. }
  86221. }
  86222. declare module BABYLON {
  86223. /**
  86224. * The interface for the physics imposter parameters
  86225. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86226. */
  86227. export interface PhysicsImpostorParameters {
  86228. /**
  86229. * The mass of the physics imposter
  86230. */
  86231. mass: number;
  86232. /**
  86233. * The friction of the physics imposter
  86234. */
  86235. friction?: number;
  86236. /**
  86237. * The coefficient of restitution of the physics imposter
  86238. */
  86239. restitution?: number;
  86240. /**
  86241. * The native options of the physics imposter
  86242. */
  86243. nativeOptions?: any;
  86244. /**
  86245. * Specifies if the parent should be ignored
  86246. */
  86247. ignoreParent?: boolean;
  86248. /**
  86249. * Specifies if bi-directional transformations should be disabled
  86250. */
  86251. disableBidirectionalTransformation?: boolean;
  86252. /**
  86253. * The pressure inside the physics imposter, soft object only
  86254. */
  86255. pressure?: number;
  86256. /**
  86257. * The stiffness the physics imposter, soft object only
  86258. */
  86259. stiffness?: number;
  86260. /**
  86261. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86262. */
  86263. velocityIterations?: number;
  86264. /**
  86265. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86266. */
  86267. positionIterations?: number;
  86268. /**
  86269. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86270. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86271. * Add to fix multiple points
  86272. */
  86273. fixedPoints?: number;
  86274. /**
  86275. * The collision margin around a soft object
  86276. */
  86277. margin?: number;
  86278. /**
  86279. * The collision margin around a soft object
  86280. */
  86281. damping?: number;
  86282. /**
  86283. * The path for a rope based on an extrusion
  86284. */
  86285. path?: any;
  86286. /**
  86287. * The shape of an extrusion used for a rope based on an extrusion
  86288. */
  86289. shape?: any;
  86290. }
  86291. /**
  86292. * Interface for a physics-enabled object
  86293. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86294. */
  86295. export interface IPhysicsEnabledObject {
  86296. /**
  86297. * The position of the physics-enabled object
  86298. */
  86299. position: Vector3;
  86300. /**
  86301. * The rotation of the physics-enabled object
  86302. */
  86303. rotationQuaternion: Nullable<Quaternion>;
  86304. /**
  86305. * The scale of the physics-enabled object
  86306. */
  86307. scaling: Vector3;
  86308. /**
  86309. * The rotation of the physics-enabled object
  86310. */
  86311. rotation?: Vector3;
  86312. /**
  86313. * The parent of the physics-enabled object
  86314. */
  86315. parent?: any;
  86316. /**
  86317. * The bounding info of the physics-enabled object
  86318. * @returns The bounding info of the physics-enabled object
  86319. */
  86320. getBoundingInfo(): BoundingInfo;
  86321. /**
  86322. * Computes the world matrix
  86323. * @param force Specifies if the world matrix should be computed by force
  86324. * @returns A world matrix
  86325. */
  86326. computeWorldMatrix(force: boolean): Matrix;
  86327. /**
  86328. * Gets the world matrix
  86329. * @returns A world matrix
  86330. */
  86331. getWorldMatrix?(): Matrix;
  86332. /**
  86333. * Gets the child meshes
  86334. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86335. * @returns An array of abstract meshes
  86336. */
  86337. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86338. /**
  86339. * Gets the vertex data
  86340. * @param kind The type of vertex data
  86341. * @returns A nullable array of numbers, or a float32 array
  86342. */
  86343. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86344. /**
  86345. * Gets the indices from the mesh
  86346. * @returns A nullable array of index arrays
  86347. */
  86348. getIndices?(): Nullable<IndicesArray>;
  86349. /**
  86350. * Gets the scene from the mesh
  86351. * @returns the indices array or null
  86352. */
  86353. getScene?(): Scene;
  86354. /**
  86355. * Gets the absolute position from the mesh
  86356. * @returns the absolute position
  86357. */
  86358. getAbsolutePosition(): Vector3;
  86359. /**
  86360. * Gets the absolute pivot point from the mesh
  86361. * @returns the absolute pivot point
  86362. */
  86363. getAbsolutePivotPoint(): Vector3;
  86364. /**
  86365. * Rotates the mesh
  86366. * @param axis The axis of rotation
  86367. * @param amount The amount of rotation
  86368. * @param space The space of the rotation
  86369. * @returns The rotation transform node
  86370. */
  86371. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86372. /**
  86373. * Translates the mesh
  86374. * @param axis The axis of translation
  86375. * @param distance The distance of translation
  86376. * @param space The space of the translation
  86377. * @returns The transform node
  86378. */
  86379. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86380. /**
  86381. * Sets the absolute position of the mesh
  86382. * @param absolutePosition The absolute position of the mesh
  86383. * @returns The transform node
  86384. */
  86385. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86386. /**
  86387. * Gets the class name of the mesh
  86388. * @returns The class name
  86389. */
  86390. getClassName(): string;
  86391. }
  86392. /**
  86393. * Represents a physics imposter
  86394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86395. */
  86396. export class PhysicsImpostor {
  86397. /**
  86398. * The physics-enabled object used as the physics imposter
  86399. */
  86400. object: IPhysicsEnabledObject;
  86401. /**
  86402. * The type of the physics imposter
  86403. */
  86404. type: number;
  86405. private _options;
  86406. private _scene?;
  86407. /**
  86408. * The default object size of the imposter
  86409. */
  86410. static DEFAULT_OBJECT_SIZE: Vector3;
  86411. /**
  86412. * The identity quaternion of the imposter
  86413. */
  86414. static IDENTITY_QUATERNION: Quaternion;
  86415. /** @hidden */
  86416. _pluginData: any;
  86417. private _physicsEngine;
  86418. private _physicsBody;
  86419. private _bodyUpdateRequired;
  86420. private _onBeforePhysicsStepCallbacks;
  86421. private _onAfterPhysicsStepCallbacks;
  86422. /** @hidden */
  86423. _onPhysicsCollideCallbacks: Array<{
  86424. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86425. otherImpostors: Array<PhysicsImpostor>;
  86426. }>;
  86427. private _deltaPosition;
  86428. private _deltaRotation;
  86429. private _deltaRotationConjugated;
  86430. /** @hidden */
  86431. _isFromLine: boolean;
  86432. private _parent;
  86433. private _isDisposed;
  86434. private static _tmpVecs;
  86435. private static _tmpQuat;
  86436. /**
  86437. * Specifies if the physics imposter is disposed
  86438. */
  86439. readonly isDisposed: boolean;
  86440. /**
  86441. * Gets the mass of the physics imposter
  86442. */
  86443. mass: number;
  86444. /**
  86445. * Gets the coefficient of friction
  86446. */
  86447. /**
  86448. * Sets the coefficient of friction
  86449. */
  86450. friction: number;
  86451. /**
  86452. * Gets the coefficient of restitution
  86453. */
  86454. /**
  86455. * Sets the coefficient of restitution
  86456. */
  86457. restitution: number;
  86458. /**
  86459. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86460. */
  86461. /**
  86462. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86463. */
  86464. pressure: number;
  86465. /**
  86466. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86467. */
  86468. /**
  86469. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86470. */
  86471. stiffness: number;
  86472. /**
  86473. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86474. */
  86475. /**
  86476. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86477. */
  86478. velocityIterations: number;
  86479. /**
  86480. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86481. */
  86482. /**
  86483. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86484. */
  86485. positionIterations: number;
  86486. /**
  86487. * The unique id of the physics imposter
  86488. * set by the physics engine when adding this impostor to the array
  86489. */
  86490. uniqueId: number;
  86491. /**
  86492. * @hidden
  86493. */
  86494. soft: boolean;
  86495. /**
  86496. * @hidden
  86497. */
  86498. segments: number;
  86499. private _joints;
  86500. /**
  86501. * Initializes the physics imposter
  86502. * @param object The physics-enabled object used as the physics imposter
  86503. * @param type The type of the physics imposter
  86504. * @param _options The options for the physics imposter
  86505. * @param _scene The Babylon scene
  86506. */
  86507. constructor(
  86508. /**
  86509. * The physics-enabled object used as the physics imposter
  86510. */
  86511. object: IPhysicsEnabledObject,
  86512. /**
  86513. * The type of the physics imposter
  86514. */
  86515. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86516. /**
  86517. * This function will completly initialize this impostor.
  86518. * It will create a new body - but only if this mesh has no parent.
  86519. * If it has, this impostor will not be used other than to define the impostor
  86520. * of the child mesh.
  86521. * @hidden
  86522. */
  86523. _init(): void;
  86524. private _getPhysicsParent;
  86525. /**
  86526. * Should a new body be generated.
  86527. * @returns boolean specifying if body initialization is required
  86528. */
  86529. isBodyInitRequired(): boolean;
  86530. /**
  86531. * Sets the updated scaling
  86532. * @param updated Specifies if the scaling is updated
  86533. */
  86534. setScalingUpdated(): void;
  86535. /**
  86536. * Force a regeneration of this or the parent's impostor's body.
  86537. * Use under cautious - This will remove all joints already implemented.
  86538. */
  86539. forceUpdate(): void;
  86540. /**
  86541. * Gets the body that holds this impostor. Either its own, or its parent.
  86542. */
  86543. /**
  86544. * Set the physics body. Used mainly by the physics engine/plugin
  86545. */
  86546. physicsBody: any;
  86547. /**
  86548. * Get the parent of the physics imposter
  86549. * @returns Physics imposter or null
  86550. */
  86551. /**
  86552. * Sets the parent of the physics imposter
  86553. */
  86554. parent: Nullable<PhysicsImpostor>;
  86555. /**
  86556. * Resets the update flags
  86557. */
  86558. resetUpdateFlags(): void;
  86559. /**
  86560. * Gets the object extend size
  86561. * @returns the object extend size
  86562. */
  86563. getObjectExtendSize(): Vector3;
  86564. /**
  86565. * Gets the object center
  86566. * @returns The object center
  86567. */
  86568. getObjectCenter(): Vector3;
  86569. /**
  86570. * Get a specific parametes from the options parameter
  86571. * @param paramName The object parameter name
  86572. * @returns The object parameter
  86573. */
  86574. getParam(paramName: string): any;
  86575. /**
  86576. * Sets a specific parameter in the options given to the physics plugin
  86577. * @param paramName The parameter name
  86578. * @param value The value of the parameter
  86579. */
  86580. setParam(paramName: string, value: number): void;
  86581. /**
  86582. * Specifically change the body's mass option. Won't recreate the physics body object
  86583. * @param mass The mass of the physics imposter
  86584. */
  86585. setMass(mass: number): void;
  86586. /**
  86587. * Gets the linear velocity
  86588. * @returns linear velocity or null
  86589. */
  86590. getLinearVelocity(): Nullable<Vector3>;
  86591. /**
  86592. * Sets the linear velocity
  86593. * @param velocity linear velocity or null
  86594. */
  86595. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86596. /**
  86597. * Gets the angular velocity
  86598. * @returns angular velocity or null
  86599. */
  86600. getAngularVelocity(): Nullable<Vector3>;
  86601. /**
  86602. * Sets the angular velocity
  86603. * @param velocity The velocity or null
  86604. */
  86605. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86606. /**
  86607. * Execute a function with the physics plugin native code
  86608. * Provide a function the will have two variables - the world object and the physics body object
  86609. * @param func The function to execute with the physics plugin native code
  86610. */
  86611. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86612. /**
  86613. * Register a function that will be executed before the physics world is stepping forward
  86614. * @param func The function to execute before the physics world is stepped forward
  86615. */
  86616. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86617. /**
  86618. * Unregister a function that will be executed before the physics world is stepping forward
  86619. * @param func The function to execute before the physics world is stepped forward
  86620. */
  86621. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86622. /**
  86623. * Register a function that will be executed after the physics step
  86624. * @param func The function to execute after physics step
  86625. */
  86626. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86627. /**
  86628. * Unregisters a function that will be executed after the physics step
  86629. * @param func The function to execute after physics step
  86630. */
  86631. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86632. /**
  86633. * register a function that will be executed when this impostor collides against a different body
  86634. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86635. * @param func Callback that is executed on collision
  86636. */
  86637. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86638. /**
  86639. * Unregisters the physics imposter on contact
  86640. * @param collideAgainst The physics object to collide against
  86641. * @param func Callback to execute on collision
  86642. */
  86643. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86644. private _tmpQuat;
  86645. private _tmpQuat2;
  86646. /**
  86647. * Get the parent rotation
  86648. * @returns The parent rotation
  86649. */
  86650. getParentsRotation(): Quaternion;
  86651. /**
  86652. * this function is executed by the physics engine.
  86653. */
  86654. beforeStep: () => void;
  86655. /**
  86656. * this function is executed by the physics engine
  86657. */
  86658. afterStep: () => void;
  86659. /**
  86660. * Legacy collision detection event support
  86661. */
  86662. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86663. /**
  86664. * event and body object due to cannon's event-based architecture.
  86665. */
  86666. onCollide: (e: {
  86667. body: any;
  86668. }) => void;
  86669. /**
  86670. * Apply a force
  86671. * @param force The force to apply
  86672. * @param contactPoint The contact point for the force
  86673. * @returns The physics imposter
  86674. */
  86675. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86676. /**
  86677. * Apply an impulse
  86678. * @param force The impulse force
  86679. * @param contactPoint The contact point for the impulse force
  86680. * @returns The physics imposter
  86681. */
  86682. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86683. /**
  86684. * A help function to create a joint
  86685. * @param otherImpostor A physics imposter used to create a joint
  86686. * @param jointType The type of joint
  86687. * @param jointData The data for the joint
  86688. * @returns The physics imposter
  86689. */
  86690. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86691. /**
  86692. * Add a joint to this impostor with a different impostor
  86693. * @param otherImpostor A physics imposter used to add a joint
  86694. * @param joint The joint to add
  86695. * @returns The physics imposter
  86696. */
  86697. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86698. /**
  86699. * Add an anchor to a cloth impostor
  86700. * @param otherImpostor rigid impostor to anchor to
  86701. * @param width ratio across width from 0 to 1
  86702. * @param height ratio up height from 0 to 1
  86703. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86704. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86705. * @returns impostor the soft imposter
  86706. */
  86707. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86708. /**
  86709. * Add a hook to a rope impostor
  86710. * @param otherImpostor rigid impostor to anchor to
  86711. * @param length ratio across rope from 0 to 1
  86712. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86713. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86714. * @returns impostor the rope imposter
  86715. */
  86716. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86717. /**
  86718. * Will keep this body still, in a sleep mode.
  86719. * @returns the physics imposter
  86720. */
  86721. sleep(): PhysicsImpostor;
  86722. /**
  86723. * Wake the body up.
  86724. * @returns The physics imposter
  86725. */
  86726. wakeUp(): PhysicsImpostor;
  86727. /**
  86728. * Clones the physics imposter
  86729. * @param newObject The physics imposter clones to this physics-enabled object
  86730. * @returns A nullable physics imposter
  86731. */
  86732. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86733. /**
  86734. * Disposes the physics imposter
  86735. */
  86736. dispose(): void;
  86737. /**
  86738. * Sets the delta position
  86739. * @param position The delta position amount
  86740. */
  86741. setDeltaPosition(position: Vector3): void;
  86742. /**
  86743. * Sets the delta rotation
  86744. * @param rotation The delta rotation amount
  86745. */
  86746. setDeltaRotation(rotation: Quaternion): void;
  86747. /**
  86748. * Gets the box size of the physics imposter and stores the result in the input parameter
  86749. * @param result Stores the box size
  86750. * @returns The physics imposter
  86751. */
  86752. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  86753. /**
  86754. * Gets the radius of the physics imposter
  86755. * @returns Radius of the physics imposter
  86756. */
  86757. getRadius(): number;
  86758. /**
  86759. * Sync a bone with this impostor
  86760. * @param bone The bone to sync to the impostor.
  86761. * @param boneMesh The mesh that the bone is influencing.
  86762. * @param jointPivot The pivot of the joint / bone in local space.
  86763. * @param distToJoint Optional distance from the impostor to the joint.
  86764. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86765. */
  86766. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  86767. /**
  86768. * Sync impostor to a bone
  86769. * @param bone The bone that the impostor will be synced to.
  86770. * @param boneMesh The mesh that the bone is influencing.
  86771. * @param jointPivot The pivot of the joint / bone in local space.
  86772. * @param distToJoint Optional distance from the impostor to the joint.
  86773. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86774. * @param boneAxis Optional vector3 axis the bone is aligned with
  86775. */
  86776. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  86777. /**
  86778. * No-Imposter type
  86779. */
  86780. static NoImpostor: number;
  86781. /**
  86782. * Sphere-Imposter type
  86783. */
  86784. static SphereImpostor: number;
  86785. /**
  86786. * Box-Imposter type
  86787. */
  86788. static BoxImpostor: number;
  86789. /**
  86790. * Plane-Imposter type
  86791. */
  86792. static PlaneImpostor: number;
  86793. /**
  86794. * Mesh-imposter type
  86795. */
  86796. static MeshImpostor: number;
  86797. /**
  86798. * Capsule-Impostor type (Ammo.js plugin only)
  86799. */
  86800. static CapsuleImpostor: number;
  86801. /**
  86802. * Cylinder-Imposter type
  86803. */
  86804. static CylinderImpostor: number;
  86805. /**
  86806. * Particle-Imposter type
  86807. */
  86808. static ParticleImpostor: number;
  86809. /**
  86810. * Heightmap-Imposter type
  86811. */
  86812. static HeightmapImpostor: number;
  86813. /**
  86814. * ConvexHull-Impostor type (Ammo.js plugin only)
  86815. */
  86816. static ConvexHullImpostor: number;
  86817. /**
  86818. * Rope-Imposter type
  86819. */
  86820. static RopeImpostor: number;
  86821. /**
  86822. * Cloth-Imposter type
  86823. */
  86824. static ClothImpostor: number;
  86825. /**
  86826. * Softbody-Imposter type
  86827. */
  86828. static SoftbodyImpostor: number;
  86829. }
  86830. }
  86831. declare module BABYLON {
  86832. /**
  86833. * @hidden
  86834. **/
  86835. export class _CreationDataStorage {
  86836. closePath?: boolean;
  86837. closeArray?: boolean;
  86838. idx: number[];
  86839. dashSize: number;
  86840. gapSize: number;
  86841. path3D: Path3D;
  86842. pathArray: Vector3[][];
  86843. arc: number;
  86844. radius: number;
  86845. cap: number;
  86846. tessellation: number;
  86847. }
  86848. /**
  86849. * @hidden
  86850. **/
  86851. class _InstanceDataStorage {
  86852. visibleInstances: any;
  86853. batchCache: _InstancesBatch;
  86854. instancesBufferSize: number;
  86855. instancesBuffer: Nullable<Buffer>;
  86856. instancesData: Float32Array;
  86857. overridenInstanceCount: number;
  86858. isFrozen: boolean;
  86859. previousBatch: Nullable<_InstancesBatch>;
  86860. hardwareInstancedRendering: boolean;
  86861. sideOrientation: number;
  86862. }
  86863. /**
  86864. * @hidden
  86865. **/
  86866. export class _InstancesBatch {
  86867. mustReturn: boolean;
  86868. visibleInstances: Nullable<InstancedMesh[]>[];
  86869. renderSelf: boolean[];
  86870. hardwareInstancedRendering: boolean[];
  86871. }
  86872. /**
  86873. * Class used to represent renderable models
  86874. */
  86875. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  86876. /**
  86877. * Mesh side orientation : usually the external or front surface
  86878. */
  86879. static readonly FRONTSIDE: number;
  86880. /**
  86881. * Mesh side orientation : usually the internal or back surface
  86882. */
  86883. static readonly BACKSIDE: number;
  86884. /**
  86885. * Mesh side orientation : both internal and external or front and back surfaces
  86886. */
  86887. static readonly DOUBLESIDE: number;
  86888. /**
  86889. * Mesh side orientation : by default, `FRONTSIDE`
  86890. */
  86891. static readonly DEFAULTSIDE: number;
  86892. /**
  86893. * Mesh cap setting : no cap
  86894. */
  86895. static readonly NO_CAP: number;
  86896. /**
  86897. * Mesh cap setting : one cap at the beginning of the mesh
  86898. */
  86899. static readonly CAP_START: number;
  86900. /**
  86901. * Mesh cap setting : one cap at the end of the mesh
  86902. */
  86903. static readonly CAP_END: number;
  86904. /**
  86905. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  86906. */
  86907. static readonly CAP_ALL: number;
  86908. /**
  86909. * Mesh pattern setting : no flip or rotate
  86910. */
  86911. static readonly NO_FLIP: number;
  86912. /**
  86913. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  86914. */
  86915. static readonly FLIP_TILE: number;
  86916. /**
  86917. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  86918. */
  86919. static readonly ROTATE_TILE: number;
  86920. /**
  86921. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  86922. */
  86923. static readonly FLIP_ROW: number;
  86924. /**
  86925. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  86926. */
  86927. static readonly ROTATE_ROW: number;
  86928. /**
  86929. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  86930. */
  86931. static readonly FLIP_N_ROTATE_TILE: number;
  86932. /**
  86933. * Mesh pattern setting : rotate pattern and rotate
  86934. */
  86935. static readonly FLIP_N_ROTATE_ROW: number;
  86936. /**
  86937. * Mesh tile positioning : part tiles same on left/right or top/bottom
  86938. */
  86939. static readonly CENTER: number;
  86940. /**
  86941. * Mesh tile positioning : part tiles on left
  86942. */
  86943. static readonly LEFT: number;
  86944. /**
  86945. * Mesh tile positioning : part tiles on right
  86946. */
  86947. static readonly RIGHT: number;
  86948. /**
  86949. * Mesh tile positioning : part tiles on top
  86950. */
  86951. static readonly TOP: number;
  86952. /**
  86953. * Mesh tile positioning : part tiles on bottom
  86954. */
  86955. static readonly BOTTOM: number;
  86956. /**
  86957. * Gets the default side orientation.
  86958. * @param orientation the orientation to value to attempt to get
  86959. * @returns the default orientation
  86960. * @hidden
  86961. */
  86962. static _GetDefaultSideOrientation(orientation?: number): number;
  86963. private _internalMeshDataInfo;
  86964. /**
  86965. * An event triggered before rendering the mesh
  86966. */
  86967. readonly onBeforeRenderObservable: Observable<Mesh>;
  86968. /**
  86969. * An event triggered before binding the mesh
  86970. */
  86971. readonly onBeforeBindObservable: Observable<Mesh>;
  86972. /**
  86973. * An event triggered after rendering the mesh
  86974. */
  86975. readonly onAfterRenderObservable: Observable<Mesh>;
  86976. /**
  86977. * An event triggered before drawing the mesh
  86978. */
  86979. readonly onBeforeDrawObservable: Observable<Mesh>;
  86980. private _onBeforeDrawObserver;
  86981. /**
  86982. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  86983. */
  86984. onBeforeDraw: () => void;
  86985. /**
  86986. * Gets the delay loading state of the mesh (when delay loading is turned on)
  86987. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  86988. */
  86989. delayLoadState: number;
  86990. /**
  86991. * Gets the list of instances created from this mesh
  86992. * it is not supposed to be modified manually.
  86993. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  86994. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86995. */
  86996. instances: InstancedMesh[];
  86997. /**
  86998. * Gets the file containing delay loading data for this mesh
  86999. */
  87000. delayLoadingFile: string;
  87001. /** @hidden */
  87002. _binaryInfo: any;
  87003. /**
  87004. * User defined function used to change how LOD level selection is done
  87005. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87006. */
  87007. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87008. /**
  87009. * Gets or sets the morph target manager
  87010. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87011. */
  87012. morphTargetManager: Nullable<MorphTargetManager>;
  87013. /** @hidden */
  87014. _creationDataStorage: Nullable<_CreationDataStorage>;
  87015. /** @hidden */
  87016. _geometry: Nullable<Geometry>;
  87017. /** @hidden */
  87018. _delayInfo: Array<string>;
  87019. /** @hidden */
  87020. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87021. /** @hidden */
  87022. _instanceDataStorage: _InstanceDataStorage;
  87023. private _effectiveMaterial;
  87024. /** @hidden */
  87025. _shouldGenerateFlatShading: boolean;
  87026. /** @hidden */
  87027. _originalBuilderSideOrientation: number;
  87028. /**
  87029. * Use this property to change the original side orientation defined at construction time
  87030. */
  87031. overrideMaterialSideOrientation: Nullable<number>;
  87032. /**
  87033. * Gets the source mesh (the one used to clone this one from)
  87034. */
  87035. readonly source: Nullable<Mesh>;
  87036. /**
  87037. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87038. */
  87039. isUnIndexed: boolean;
  87040. /**
  87041. * @constructor
  87042. * @param name The value used by scene.getMeshByName() to do a lookup.
  87043. * @param scene The scene to add this mesh to.
  87044. * @param parent The parent of this mesh, if it has one
  87045. * @param source An optional Mesh from which geometry is shared, cloned.
  87046. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87047. * When false, achieved by calling a clone(), also passing False.
  87048. * This will make creation of children, recursive.
  87049. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87050. */
  87051. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87052. /**
  87053. * Gets the class name
  87054. * @returns the string "Mesh".
  87055. */
  87056. getClassName(): string;
  87057. /** @hidden */
  87058. readonly _isMesh: boolean;
  87059. /**
  87060. * Returns a description of this mesh
  87061. * @param fullDetails define if full details about this mesh must be used
  87062. * @returns a descriptive string representing this mesh
  87063. */
  87064. toString(fullDetails?: boolean): string;
  87065. /** @hidden */
  87066. _unBindEffect(): void;
  87067. /**
  87068. * Gets a boolean indicating if this mesh has LOD
  87069. */
  87070. readonly hasLODLevels: boolean;
  87071. /**
  87072. * Gets the list of MeshLODLevel associated with the current mesh
  87073. * @returns an array of MeshLODLevel
  87074. */
  87075. getLODLevels(): MeshLODLevel[];
  87076. private _sortLODLevels;
  87077. /**
  87078. * Add a mesh as LOD level triggered at the given distance.
  87079. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87080. * @param distance The distance from the center of the object to show this level
  87081. * @param mesh The mesh to be added as LOD level (can be null)
  87082. * @return This mesh (for chaining)
  87083. */
  87084. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87085. /**
  87086. * Returns the LOD level mesh at the passed distance or null if not found.
  87087. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87088. * @param distance The distance from the center of the object to show this level
  87089. * @returns a Mesh or `null`
  87090. */
  87091. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87092. /**
  87093. * Remove a mesh from the LOD array
  87094. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87095. * @param mesh defines the mesh to be removed
  87096. * @return This mesh (for chaining)
  87097. */
  87098. removeLODLevel(mesh: Mesh): Mesh;
  87099. /**
  87100. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87101. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87102. * @param camera defines the camera to use to compute distance
  87103. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87104. * @return This mesh (for chaining)
  87105. */
  87106. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87107. /**
  87108. * Gets the mesh internal Geometry object
  87109. */
  87110. readonly geometry: Nullable<Geometry>;
  87111. /**
  87112. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87113. * @returns the total number of vertices
  87114. */
  87115. getTotalVertices(): number;
  87116. /**
  87117. * Returns the content of an associated vertex buffer
  87118. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87119. * - VertexBuffer.PositionKind
  87120. * - VertexBuffer.UVKind
  87121. * - VertexBuffer.UV2Kind
  87122. * - VertexBuffer.UV3Kind
  87123. * - VertexBuffer.UV4Kind
  87124. * - VertexBuffer.UV5Kind
  87125. * - VertexBuffer.UV6Kind
  87126. * - VertexBuffer.ColorKind
  87127. * - VertexBuffer.MatricesIndicesKind
  87128. * - VertexBuffer.MatricesIndicesExtraKind
  87129. * - VertexBuffer.MatricesWeightsKind
  87130. * - VertexBuffer.MatricesWeightsExtraKind
  87131. * @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
  87132. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87133. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87134. */
  87135. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87136. /**
  87137. * Returns the mesh VertexBuffer object from the requested `kind`
  87138. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87139. * - VertexBuffer.PositionKind
  87140. * - VertexBuffer.NormalKind
  87141. * - VertexBuffer.UVKind
  87142. * - VertexBuffer.UV2Kind
  87143. * - VertexBuffer.UV3Kind
  87144. * - VertexBuffer.UV4Kind
  87145. * - VertexBuffer.UV5Kind
  87146. * - VertexBuffer.UV6Kind
  87147. * - VertexBuffer.ColorKind
  87148. * - VertexBuffer.MatricesIndicesKind
  87149. * - VertexBuffer.MatricesIndicesExtraKind
  87150. * - VertexBuffer.MatricesWeightsKind
  87151. * - VertexBuffer.MatricesWeightsExtraKind
  87152. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87153. */
  87154. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87155. /**
  87156. * Tests if a specific vertex buffer is associated with this mesh
  87157. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87158. * - VertexBuffer.PositionKind
  87159. * - VertexBuffer.NormalKind
  87160. * - VertexBuffer.UVKind
  87161. * - VertexBuffer.UV2Kind
  87162. * - VertexBuffer.UV3Kind
  87163. * - VertexBuffer.UV4Kind
  87164. * - VertexBuffer.UV5Kind
  87165. * - VertexBuffer.UV6Kind
  87166. * - VertexBuffer.ColorKind
  87167. * - VertexBuffer.MatricesIndicesKind
  87168. * - VertexBuffer.MatricesIndicesExtraKind
  87169. * - VertexBuffer.MatricesWeightsKind
  87170. * - VertexBuffer.MatricesWeightsExtraKind
  87171. * @returns a boolean
  87172. */
  87173. isVerticesDataPresent(kind: string): boolean;
  87174. /**
  87175. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87176. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87177. * - VertexBuffer.PositionKind
  87178. * - VertexBuffer.UVKind
  87179. * - VertexBuffer.UV2Kind
  87180. * - VertexBuffer.UV3Kind
  87181. * - VertexBuffer.UV4Kind
  87182. * - VertexBuffer.UV5Kind
  87183. * - VertexBuffer.UV6Kind
  87184. * - VertexBuffer.ColorKind
  87185. * - VertexBuffer.MatricesIndicesKind
  87186. * - VertexBuffer.MatricesIndicesExtraKind
  87187. * - VertexBuffer.MatricesWeightsKind
  87188. * - VertexBuffer.MatricesWeightsExtraKind
  87189. * @returns a boolean
  87190. */
  87191. isVertexBufferUpdatable(kind: string): boolean;
  87192. /**
  87193. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87194. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87195. * - VertexBuffer.PositionKind
  87196. * - VertexBuffer.NormalKind
  87197. * - VertexBuffer.UVKind
  87198. * - VertexBuffer.UV2Kind
  87199. * - VertexBuffer.UV3Kind
  87200. * - VertexBuffer.UV4Kind
  87201. * - VertexBuffer.UV5Kind
  87202. * - VertexBuffer.UV6Kind
  87203. * - VertexBuffer.ColorKind
  87204. * - VertexBuffer.MatricesIndicesKind
  87205. * - VertexBuffer.MatricesIndicesExtraKind
  87206. * - VertexBuffer.MatricesWeightsKind
  87207. * - VertexBuffer.MatricesWeightsExtraKind
  87208. * @returns an array of strings
  87209. */
  87210. getVerticesDataKinds(): string[];
  87211. /**
  87212. * Returns a positive integer : the total number of indices in this mesh geometry.
  87213. * @returns the numner of indices or zero if the mesh has no geometry.
  87214. */
  87215. getTotalIndices(): number;
  87216. /**
  87217. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87218. * @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.
  87219. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87220. * @returns the indices array or an empty array if the mesh has no geometry
  87221. */
  87222. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87223. readonly isBlocked: boolean;
  87224. /**
  87225. * Determine if the current mesh is ready to be rendered
  87226. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87227. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87228. * @returns true if all associated assets are ready (material, textures, shaders)
  87229. */
  87230. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87231. /**
  87232. * 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.
  87233. */
  87234. readonly areNormalsFrozen: boolean;
  87235. /**
  87236. * 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.
  87237. * @returns the current mesh
  87238. */
  87239. freezeNormals(): Mesh;
  87240. /**
  87241. * 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
  87242. * @returns the current mesh
  87243. */
  87244. unfreezeNormals(): Mesh;
  87245. /**
  87246. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87247. */
  87248. overridenInstanceCount: number;
  87249. /** @hidden */
  87250. _preActivate(): Mesh;
  87251. /** @hidden */
  87252. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87253. /** @hidden */
  87254. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87255. /**
  87256. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87257. * This means the mesh underlying bounding box and sphere are recomputed.
  87258. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87259. * @returns the current mesh
  87260. */
  87261. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87262. /** @hidden */
  87263. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87264. /**
  87265. * This function will subdivide the mesh into multiple submeshes
  87266. * @param count defines the expected number of submeshes
  87267. */
  87268. subdivide(count: number): void;
  87269. /**
  87270. * Copy a FloatArray into a specific associated vertex buffer
  87271. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87272. * - VertexBuffer.PositionKind
  87273. * - VertexBuffer.UVKind
  87274. * - VertexBuffer.UV2Kind
  87275. * - VertexBuffer.UV3Kind
  87276. * - VertexBuffer.UV4Kind
  87277. * - VertexBuffer.UV5Kind
  87278. * - VertexBuffer.UV6Kind
  87279. * - VertexBuffer.ColorKind
  87280. * - VertexBuffer.MatricesIndicesKind
  87281. * - VertexBuffer.MatricesIndicesExtraKind
  87282. * - VertexBuffer.MatricesWeightsKind
  87283. * - VertexBuffer.MatricesWeightsExtraKind
  87284. * @param data defines the data source
  87285. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87286. * @param stride defines the data stride size (can be null)
  87287. * @returns the current mesh
  87288. */
  87289. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87290. /**
  87291. * Flags an associated vertex buffer as updatable
  87292. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87293. * - VertexBuffer.PositionKind
  87294. * - VertexBuffer.UVKind
  87295. * - VertexBuffer.UV2Kind
  87296. * - VertexBuffer.UV3Kind
  87297. * - VertexBuffer.UV4Kind
  87298. * - VertexBuffer.UV5Kind
  87299. * - VertexBuffer.UV6Kind
  87300. * - VertexBuffer.ColorKind
  87301. * - VertexBuffer.MatricesIndicesKind
  87302. * - VertexBuffer.MatricesIndicesExtraKind
  87303. * - VertexBuffer.MatricesWeightsKind
  87304. * - VertexBuffer.MatricesWeightsExtraKind
  87305. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87306. */
  87307. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87308. /**
  87309. * Sets the mesh global Vertex Buffer
  87310. * @param buffer defines the buffer to use
  87311. * @returns the current mesh
  87312. */
  87313. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87314. /**
  87315. * Update a specific associated vertex buffer
  87316. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87317. * - VertexBuffer.PositionKind
  87318. * - VertexBuffer.UVKind
  87319. * - VertexBuffer.UV2Kind
  87320. * - VertexBuffer.UV3Kind
  87321. * - VertexBuffer.UV4Kind
  87322. * - VertexBuffer.UV5Kind
  87323. * - VertexBuffer.UV6Kind
  87324. * - VertexBuffer.ColorKind
  87325. * - VertexBuffer.MatricesIndicesKind
  87326. * - VertexBuffer.MatricesIndicesExtraKind
  87327. * - VertexBuffer.MatricesWeightsKind
  87328. * - VertexBuffer.MatricesWeightsExtraKind
  87329. * @param data defines the data source
  87330. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87331. * @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)
  87332. * @returns the current mesh
  87333. */
  87334. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87335. /**
  87336. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87337. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87338. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87339. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87340. * @returns the current mesh
  87341. */
  87342. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87343. /**
  87344. * Creates a un-shared specific occurence of the geometry for the mesh.
  87345. * @returns the current mesh
  87346. */
  87347. makeGeometryUnique(): Mesh;
  87348. /**
  87349. * Set the index buffer of this mesh
  87350. * @param indices defines the source data
  87351. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87352. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87353. * @returns the current mesh
  87354. */
  87355. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87356. /**
  87357. * Update the current index buffer
  87358. * @param indices defines the source data
  87359. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87360. * @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)
  87361. * @returns the current mesh
  87362. */
  87363. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87364. /**
  87365. * Invert the geometry to move from a right handed system to a left handed one.
  87366. * @returns the current mesh
  87367. */
  87368. toLeftHanded(): Mesh;
  87369. /** @hidden */
  87370. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87371. /** @hidden */
  87372. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87373. /**
  87374. * Registers for this mesh a javascript function called just before the rendering process
  87375. * @param func defines the function to call before rendering this mesh
  87376. * @returns the current mesh
  87377. */
  87378. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87379. /**
  87380. * Disposes a previously registered javascript function called before the rendering
  87381. * @param func defines the function to remove
  87382. * @returns the current mesh
  87383. */
  87384. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87385. /**
  87386. * Registers for this mesh a javascript function called just after the rendering is complete
  87387. * @param func defines the function to call after rendering this mesh
  87388. * @returns the current mesh
  87389. */
  87390. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87391. /**
  87392. * Disposes a previously registered javascript function called after the rendering.
  87393. * @param func defines the function to remove
  87394. * @returns the current mesh
  87395. */
  87396. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87397. /** @hidden */
  87398. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87399. /** @hidden */
  87400. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87401. /** @hidden */
  87402. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87403. /** @hidden */
  87404. _rebuild(): void;
  87405. /** @hidden */
  87406. _freeze(): void;
  87407. /** @hidden */
  87408. _unFreeze(): void;
  87409. /**
  87410. * 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
  87411. * @param subMesh defines the subMesh to render
  87412. * @param enableAlphaMode defines if alpha mode can be changed
  87413. * @returns the current mesh
  87414. */
  87415. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87416. private _onBeforeDraw;
  87417. /**
  87418. * Renormalize the mesh and patch it up if there are no weights
  87419. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87420. * However in the case of zero weights then we set just a single influence to 1.
  87421. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87422. */
  87423. cleanMatrixWeights(): void;
  87424. private normalizeSkinFourWeights;
  87425. private normalizeSkinWeightsAndExtra;
  87426. /**
  87427. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87428. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87429. * the user know there was an issue with importing the mesh
  87430. * @returns a validation object with skinned, valid and report string
  87431. */
  87432. validateSkinning(): {
  87433. skinned: boolean;
  87434. valid: boolean;
  87435. report: string;
  87436. };
  87437. /** @hidden */
  87438. _checkDelayState(): Mesh;
  87439. private _queueLoad;
  87440. /**
  87441. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87442. * A mesh is in the frustum if its bounding box intersects the frustum
  87443. * @param frustumPlanes defines the frustum to test
  87444. * @returns true if the mesh is in the frustum planes
  87445. */
  87446. isInFrustum(frustumPlanes: Plane[]): boolean;
  87447. /**
  87448. * Sets the mesh material by the material or multiMaterial `id` property
  87449. * @param id is a string identifying the material or the multiMaterial
  87450. * @returns the current mesh
  87451. */
  87452. setMaterialByID(id: string): Mesh;
  87453. /**
  87454. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87455. * @returns an array of IAnimatable
  87456. */
  87457. getAnimatables(): IAnimatable[];
  87458. /**
  87459. * Modifies the mesh geometry according to the passed transformation matrix.
  87460. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87461. * The mesh normals are modified using the same transformation.
  87462. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87463. * @param transform defines the transform matrix to use
  87464. * @see http://doc.babylonjs.com/resources/baking_transformations
  87465. * @returns the current mesh
  87466. */
  87467. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87468. /**
  87469. * Modifies the mesh geometry according to its own current World Matrix.
  87470. * The mesh World Matrix is then reset.
  87471. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87472. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87473. * @see http://doc.babylonjs.com/resources/baking_transformations
  87474. * @returns the current mesh
  87475. */
  87476. bakeCurrentTransformIntoVertices(): Mesh;
  87477. /** @hidden */
  87478. readonly _positions: Nullable<Vector3[]>;
  87479. /** @hidden */
  87480. _resetPointsArrayCache(): Mesh;
  87481. /** @hidden */
  87482. _generatePointsArray(): boolean;
  87483. /**
  87484. * Returns a new Mesh object generated from the current mesh properties.
  87485. * This method must not get confused with createInstance()
  87486. * @param name is a string, the name given to the new mesh
  87487. * @param newParent can be any Node object (default `null`)
  87488. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87489. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87490. * @returns a new mesh
  87491. */
  87492. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87493. /**
  87494. * Releases resources associated with this mesh.
  87495. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87496. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87497. */
  87498. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87499. /**
  87500. * Modifies the mesh geometry according to a displacement map.
  87501. * 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.
  87502. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87503. * @param url is a string, the URL from the image file is to be downloaded.
  87504. * @param minHeight is the lower limit of the displacement.
  87505. * @param maxHeight is the upper limit of the displacement.
  87506. * @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.
  87507. * @param uvOffset is an optional vector2 used to offset UV.
  87508. * @param uvScale is an optional vector2 used to scale UV.
  87509. * @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.
  87510. * @returns the Mesh.
  87511. */
  87512. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87513. /**
  87514. * Modifies the mesh geometry according to a displacementMap buffer.
  87515. * 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.
  87516. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87517. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87518. * @param heightMapWidth is the width of the buffer image.
  87519. * @param heightMapHeight is the height of the buffer image.
  87520. * @param minHeight is the lower limit of the displacement.
  87521. * @param maxHeight is the upper limit of the displacement.
  87522. * @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.
  87523. * @param uvOffset is an optional vector2 used to offset UV.
  87524. * @param uvScale is an optional vector2 used to scale UV.
  87525. * @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.
  87526. * @returns the Mesh.
  87527. */
  87528. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87529. /**
  87530. * Modify the mesh to get a flat shading rendering.
  87531. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87532. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87533. * @returns current mesh
  87534. */
  87535. convertToFlatShadedMesh(): Mesh;
  87536. /**
  87537. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87538. * In other words, more vertices, no more indices and a single bigger VBO.
  87539. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87540. * @returns current mesh
  87541. */
  87542. convertToUnIndexedMesh(): Mesh;
  87543. /**
  87544. * Inverses facet orientations.
  87545. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87546. * @param flipNormals will also inverts the normals
  87547. * @returns current mesh
  87548. */
  87549. flipFaces(flipNormals?: boolean): Mesh;
  87550. /**
  87551. * Increase the number of facets and hence vertices in a mesh
  87552. * Vertex normals are interpolated from existing vertex normals
  87553. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87554. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87555. */
  87556. increaseVertices(numberPerEdge: number): void;
  87557. /**
  87558. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87559. * This will undo any application of covertToFlatShadedMesh
  87560. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87561. */
  87562. forceSharedVertices(): void;
  87563. /** @hidden */
  87564. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87565. /** @hidden */
  87566. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87567. /**
  87568. * Creates a new InstancedMesh object from the mesh model.
  87569. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87570. * @param name defines the name of the new instance
  87571. * @returns a new InstancedMesh
  87572. */
  87573. createInstance(name: string): InstancedMesh;
  87574. /**
  87575. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87576. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87577. * @returns the current mesh
  87578. */
  87579. synchronizeInstances(): Mesh;
  87580. /**
  87581. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87582. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87583. * This should be used together with the simplification to avoid disappearing triangles.
  87584. * @param successCallback an optional success callback to be called after the optimization finished.
  87585. * @returns the current mesh
  87586. */
  87587. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87588. /**
  87589. * Serialize current mesh
  87590. * @param serializationObject defines the object which will receive the serialization data
  87591. */
  87592. serialize(serializationObject: any): void;
  87593. /** @hidden */
  87594. _syncGeometryWithMorphTargetManager(): void;
  87595. /** @hidden */
  87596. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87597. /**
  87598. * Returns a new Mesh object parsed from the source provided.
  87599. * @param parsedMesh is the source
  87600. * @param scene defines the hosting scene
  87601. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87602. * @returns a new Mesh
  87603. */
  87604. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87605. /**
  87606. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87607. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87608. * @param name defines the name of the mesh to create
  87609. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87610. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87611. * @param closePath creates a seam between the first and the last points of each path of the path array
  87612. * @param offset is taken in account only if the `pathArray` is containing a single path
  87613. * @param scene defines the hosting scene
  87614. * @param updatable defines if the mesh must be flagged as updatable
  87615. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87616. * @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)
  87617. * @returns a new Mesh
  87618. */
  87619. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87620. /**
  87621. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87622. * @param name defines the name of the mesh to create
  87623. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87624. * @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
  87625. * @param scene defines the hosting scene
  87626. * @param updatable defines if the mesh must be flagged as updatable
  87627. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87628. * @returns a new Mesh
  87629. */
  87630. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87631. /**
  87632. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87633. * @param name defines the name of the mesh to create
  87634. * @param size sets the size (float) of each box side (default 1)
  87635. * @param scene defines the hosting scene
  87636. * @param updatable defines if the mesh must be flagged as updatable
  87637. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87638. * @returns a new Mesh
  87639. */
  87640. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87641. /**
  87642. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87643. * @param name defines the name of the mesh to create
  87644. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87645. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87646. * @param scene defines the hosting scene
  87647. * @param updatable defines if the mesh must be flagged as updatable
  87648. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87649. * @returns a new Mesh
  87650. */
  87651. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87652. /**
  87653. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87654. * @param name defines the name of the mesh to create
  87655. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87656. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87657. * @param scene defines the hosting scene
  87658. * @returns a new Mesh
  87659. */
  87660. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87661. /**
  87662. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87663. * @param name defines the name of the mesh to create
  87664. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87665. * @param diameterTop set the top cap diameter (floats, default 1)
  87666. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87667. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87668. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87669. * @param scene defines the hosting scene
  87670. * @param updatable defines if the mesh must be flagged as updatable
  87671. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87672. * @returns a new Mesh
  87673. */
  87674. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87675. /**
  87676. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87677. * @param name defines the name of the mesh to create
  87678. * @param diameter sets the diameter size (float) of the torus (default 1)
  87679. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87680. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87681. * @param scene defines the hosting scene
  87682. * @param updatable defines if the mesh must be flagged as updatable
  87683. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87684. * @returns a new Mesh
  87685. */
  87686. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87687. /**
  87688. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87689. * @param name defines the name of the mesh to create
  87690. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87691. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87692. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87693. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87694. * @param p the number of windings on X axis (positive integers, default 2)
  87695. * @param q the number of windings on Y axis (positive integers, default 3)
  87696. * @param scene defines the hosting scene
  87697. * @param updatable defines if the mesh must be flagged as updatable
  87698. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87699. * @returns a new Mesh
  87700. */
  87701. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87702. /**
  87703. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87704. * @param name defines the name of the mesh to create
  87705. * @param points is an array successive Vector3
  87706. * @param scene defines the hosting scene
  87707. * @param updatable defines if the mesh must be flagged as updatable
  87708. * @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).
  87709. * @returns a new Mesh
  87710. */
  87711. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87712. /**
  87713. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87714. * @param name defines the name of the mesh to create
  87715. * @param points is an array successive Vector3
  87716. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87717. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87718. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87719. * @param scene defines the hosting scene
  87720. * @param updatable defines if the mesh must be flagged as updatable
  87721. * @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)
  87722. * @returns a new Mesh
  87723. */
  87724. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87725. /**
  87726. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87727. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87728. * 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.
  87729. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87730. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87731. * Remember you can only change the shape positions, not their number when updating a polygon.
  87732. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87733. * @param name defines the name of the mesh to create
  87734. * @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
  87735. * @param scene defines the hosting scene
  87736. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87737. * @param updatable defines if the mesh must be flagged as updatable
  87738. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87739. * @param earcutInjection can be used to inject your own earcut reference
  87740. * @returns a new Mesh
  87741. */
  87742. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87743. /**
  87744. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  87745. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  87746. * @param name defines the name of the mesh to create
  87747. * @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
  87748. * @param depth defines the height of extrusion
  87749. * @param scene defines the hosting scene
  87750. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87751. * @param updatable defines if the mesh must be flagged as updatable
  87752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87753. * @param earcutInjection can be used to inject your own earcut reference
  87754. * @returns a new Mesh
  87755. */
  87756. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87757. /**
  87758. * Creates an extruded shape mesh.
  87759. * 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
  87760. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87761. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87762. * @param name defines the name of the mesh to create
  87763. * @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
  87764. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87765. * @param scale is the value to scale the shape
  87766. * @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
  87767. * @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
  87768. * @param scene defines the hosting scene
  87769. * @param updatable defines if the mesh must be flagged as updatable
  87770. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87771. * @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)
  87772. * @returns a new Mesh
  87773. */
  87774. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87775. /**
  87776. * Creates an custom extruded shape mesh.
  87777. * The custom extrusion is a parametric shape.
  87778. * It has no predefined shape. Its final shape will depend on the input parameters.
  87779. * Please consider using the same method from the MeshBuilder class instead
  87780. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87781. * @param name defines the name of the mesh to create
  87782. * @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
  87783. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87784. * @param scaleFunction is a custom Javascript function called on each path point
  87785. * @param rotationFunction is a custom Javascript function called on each path point
  87786. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  87787. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  87788. * @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
  87789. * @param scene defines the hosting scene
  87790. * @param updatable defines if the mesh must be flagged as updatable
  87791. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87792. * @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)
  87793. * @returns a new Mesh
  87794. */
  87795. 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;
  87796. /**
  87797. * Creates lathe mesh.
  87798. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  87799. * Please consider using the same method from the MeshBuilder class instead
  87800. * @param name defines the name of the mesh to create
  87801. * @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
  87802. * @param radius is the radius value of the lathe
  87803. * @param tessellation is the side number of the lathe.
  87804. * @param scene defines the hosting scene
  87805. * @param updatable defines if the mesh must be flagged as updatable
  87806. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87807. * @returns a new Mesh
  87808. */
  87809. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87810. /**
  87811. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  87812. * @param name defines the name of the mesh to create
  87813. * @param size sets the size (float) of both sides of the plane at once (default 1)
  87814. * @param scene defines the hosting scene
  87815. * @param updatable defines if the mesh must be flagged as updatable
  87816. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87817. * @returns a new Mesh
  87818. */
  87819. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87820. /**
  87821. * Creates a ground mesh.
  87822. * Please consider using the same method from the MeshBuilder class instead
  87823. * @param name defines the name of the mesh to create
  87824. * @param width set the width of the ground
  87825. * @param height set the height of the ground
  87826. * @param subdivisions sets the number of subdivisions per side
  87827. * @param scene defines the hosting scene
  87828. * @param updatable defines if the mesh must be flagged as updatable
  87829. * @returns a new Mesh
  87830. */
  87831. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  87832. /**
  87833. * Creates a tiled ground mesh.
  87834. * Please consider using the same method from the MeshBuilder class instead
  87835. * @param name defines the name of the mesh to create
  87836. * @param xmin set the ground minimum X coordinate
  87837. * @param zmin set the ground minimum Y coordinate
  87838. * @param xmax set the ground maximum X coordinate
  87839. * @param zmax set the ground maximum Z coordinate
  87840. * @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
  87841. * @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
  87842. * @param scene defines the hosting scene
  87843. * @param updatable defines if the mesh must be flagged as updatable
  87844. * @returns a new Mesh
  87845. */
  87846. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  87847. w: number;
  87848. h: number;
  87849. }, precision: {
  87850. w: number;
  87851. h: number;
  87852. }, scene: Scene, updatable?: boolean): Mesh;
  87853. /**
  87854. * Creates a ground mesh from a height map.
  87855. * Please consider using the same method from the MeshBuilder class instead
  87856. * @see http://doc.babylonjs.com/babylon101/height_map
  87857. * @param name defines the name of the mesh to create
  87858. * @param url sets the URL of the height map image resource
  87859. * @param width set the ground width size
  87860. * @param height set the ground height size
  87861. * @param subdivisions sets the number of subdivision per side
  87862. * @param minHeight is the minimum altitude on the ground
  87863. * @param maxHeight is the maximum altitude on the ground
  87864. * @param scene defines the hosting scene
  87865. * @param updatable defines if the mesh must be flagged as updatable
  87866. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  87867. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  87868. * @returns a new Mesh
  87869. */
  87870. 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;
  87871. /**
  87872. * Creates a tube mesh.
  87873. * The tube is a parametric shape.
  87874. * It has no predefined shape. Its final shape will depend on the input parameters.
  87875. * Please consider using the same method from the MeshBuilder class instead
  87876. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87877. * @param name defines the name of the mesh to create
  87878. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  87879. * @param radius sets the tube radius size
  87880. * @param tessellation is the number of sides on the tubular surface
  87881. * @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
  87882. * @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
  87883. * @param scene defines the hosting scene
  87884. * @param updatable defines if the mesh must be flagged as updatable
  87885. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87886. * @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)
  87887. * @returns a new Mesh
  87888. */
  87889. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  87890. (i: number, distance: number): number;
  87891. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87892. /**
  87893. * Creates a polyhedron mesh.
  87894. * Please consider using the same method from the MeshBuilder class instead.
  87895. * * 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
  87896. * * The parameter `size` (positive float, default 1) sets the polygon size
  87897. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  87898. * * 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`
  87899. * * 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
  87900. * * 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)`)
  87901. * * 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
  87902. * * 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
  87903. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87904. * * 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
  87905. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87906. * @param name defines the name of the mesh to create
  87907. * @param options defines the options used to create the mesh
  87908. * @param scene defines the hosting scene
  87909. * @returns a new Mesh
  87910. */
  87911. static CreatePolyhedron(name: string, options: {
  87912. type?: number;
  87913. size?: number;
  87914. sizeX?: number;
  87915. sizeY?: number;
  87916. sizeZ?: number;
  87917. custom?: any;
  87918. faceUV?: Vector4[];
  87919. faceColors?: Color4[];
  87920. updatable?: boolean;
  87921. sideOrientation?: number;
  87922. }, scene: Scene): Mesh;
  87923. /**
  87924. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  87925. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  87926. * * 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`)
  87927. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  87928. * * 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
  87929. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87930. * * 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
  87931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87932. * @param name defines the name of the mesh
  87933. * @param options defines the options used to create the mesh
  87934. * @param scene defines the hosting scene
  87935. * @returns a new Mesh
  87936. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  87937. */
  87938. static CreateIcoSphere(name: string, options: {
  87939. radius?: number;
  87940. flat?: boolean;
  87941. subdivisions?: number;
  87942. sideOrientation?: number;
  87943. updatable?: boolean;
  87944. }, scene: Scene): Mesh;
  87945. /**
  87946. * Creates a decal mesh.
  87947. * Please consider using the same method from the MeshBuilder class instead.
  87948. * A decal is a mesh usually applied as a model onto the surface of another mesh
  87949. * @param name defines the name of the mesh
  87950. * @param sourceMesh defines the mesh receiving the decal
  87951. * @param position sets the position of the decal in world coordinates
  87952. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  87953. * @param size sets the decal scaling
  87954. * @param angle sets the angle to rotate the decal
  87955. * @returns a new Mesh
  87956. */
  87957. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  87958. /**
  87959. * Prepare internal position array for software CPU skinning
  87960. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  87961. */
  87962. setPositionsForCPUSkinning(): Float32Array;
  87963. /**
  87964. * Prepare internal normal array for software CPU skinning
  87965. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  87966. */
  87967. setNormalsForCPUSkinning(): Float32Array;
  87968. /**
  87969. * Updates the vertex buffer by applying transformation from the bones
  87970. * @param skeleton defines the skeleton to apply to current mesh
  87971. * @returns the current mesh
  87972. */
  87973. applySkeleton(skeleton: Skeleton): Mesh;
  87974. /**
  87975. * 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
  87976. * @param meshes defines the list of meshes to scan
  87977. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  87978. */
  87979. static MinMax(meshes: AbstractMesh[]): {
  87980. min: Vector3;
  87981. max: Vector3;
  87982. };
  87983. /**
  87984. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  87985. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  87986. * @returns a vector3
  87987. */
  87988. static Center(meshesOrMinMaxVector: {
  87989. min: Vector3;
  87990. max: Vector3;
  87991. } | AbstractMesh[]): Vector3;
  87992. /**
  87993. * Merge the array of meshes into a single mesh for performance reasons.
  87994. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  87995. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  87996. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  87997. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  87998. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  87999. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88000. * @returns a new mesh
  88001. */
  88002. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88003. /** @hidden */
  88004. addInstance(instance: InstancedMesh): void;
  88005. /** @hidden */
  88006. removeInstance(instance: InstancedMesh): void;
  88007. }
  88008. }
  88009. declare module BABYLON {
  88010. /**
  88011. * This is the base class of all the camera used in the application.
  88012. * @see http://doc.babylonjs.com/features/cameras
  88013. */
  88014. export class Camera extends Node {
  88015. /** @hidden */
  88016. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88017. /**
  88018. * This is the default projection mode used by the cameras.
  88019. * It helps recreating a feeling of perspective and better appreciate depth.
  88020. * This is the best way to simulate real life cameras.
  88021. */
  88022. static readonly PERSPECTIVE_CAMERA: number;
  88023. /**
  88024. * This helps creating camera with an orthographic mode.
  88025. * 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.
  88026. */
  88027. static readonly ORTHOGRAPHIC_CAMERA: number;
  88028. /**
  88029. * This is the default FOV mode for perspective cameras.
  88030. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88031. */
  88032. static readonly FOVMODE_VERTICAL_FIXED: number;
  88033. /**
  88034. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88035. */
  88036. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88037. /**
  88038. * This specifies ther is no need for a camera rig.
  88039. * Basically only one eye is rendered corresponding to the camera.
  88040. */
  88041. static readonly RIG_MODE_NONE: number;
  88042. /**
  88043. * Simulates a camera Rig with one blue eye and one red eye.
  88044. * This can be use with 3d blue and red glasses.
  88045. */
  88046. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88047. /**
  88048. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88049. */
  88050. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88051. /**
  88052. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88053. */
  88054. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88055. /**
  88056. * Defines that both eyes of the camera will be rendered over under each other.
  88057. */
  88058. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88059. /**
  88060. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88061. */
  88062. static readonly RIG_MODE_VR: number;
  88063. /**
  88064. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88065. */
  88066. static readonly RIG_MODE_WEBVR: number;
  88067. /**
  88068. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88069. */
  88070. static readonly RIG_MODE_CUSTOM: number;
  88071. /**
  88072. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88073. */
  88074. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88075. /**
  88076. * Define the input manager associated with the camera.
  88077. */
  88078. inputs: CameraInputsManager<Camera>;
  88079. /** @hidden */
  88080. _position: Vector3;
  88081. /**
  88082. * Define the current local position of the camera in the scene
  88083. */
  88084. position: Vector3;
  88085. /**
  88086. * The vector the camera should consider as up.
  88087. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88088. */
  88089. upVector: Vector3;
  88090. /**
  88091. * Define the current limit on the left side for an orthographic camera
  88092. * In scene unit
  88093. */
  88094. orthoLeft: Nullable<number>;
  88095. /**
  88096. * Define the current limit on the right side for an orthographic camera
  88097. * In scene unit
  88098. */
  88099. orthoRight: Nullable<number>;
  88100. /**
  88101. * Define the current limit on the bottom side for an orthographic camera
  88102. * In scene unit
  88103. */
  88104. orthoBottom: Nullable<number>;
  88105. /**
  88106. * Define the current limit on the top side for an orthographic camera
  88107. * In scene unit
  88108. */
  88109. orthoTop: Nullable<number>;
  88110. /**
  88111. * Field Of View is set in Radians. (default is 0.8)
  88112. */
  88113. fov: number;
  88114. /**
  88115. * Define the minimum distance the camera can see from.
  88116. * This is important to note that the depth buffer are not infinite and the closer it starts
  88117. * the more your scene might encounter depth fighting issue.
  88118. */
  88119. minZ: number;
  88120. /**
  88121. * Define the maximum distance the camera can see to.
  88122. * This is important to note that the depth buffer are not infinite and the further it end
  88123. * the more your scene might encounter depth fighting issue.
  88124. */
  88125. maxZ: number;
  88126. /**
  88127. * Define the default inertia of the camera.
  88128. * This helps giving a smooth feeling to the camera movement.
  88129. */
  88130. inertia: number;
  88131. /**
  88132. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88133. */
  88134. mode: number;
  88135. /**
  88136. * Define wether the camera is intermediate.
  88137. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88138. */
  88139. isIntermediate: boolean;
  88140. /**
  88141. * Define the viewport of the camera.
  88142. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88143. */
  88144. viewport: Viewport;
  88145. /**
  88146. * Restricts the camera to viewing objects with the same layerMask.
  88147. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88148. */
  88149. layerMask: number;
  88150. /**
  88151. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88152. */
  88153. fovMode: number;
  88154. /**
  88155. * Rig mode of the camera.
  88156. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88157. * This is normally controlled byt the camera themselves as internal use.
  88158. */
  88159. cameraRigMode: number;
  88160. /**
  88161. * Defines the distance between both "eyes" in case of a RIG
  88162. */
  88163. interaxialDistance: number;
  88164. /**
  88165. * Defines if stereoscopic rendering is done side by side or over under.
  88166. */
  88167. isStereoscopicSideBySide: boolean;
  88168. /**
  88169. * 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
  88170. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88171. * else in the scene. (Eg. security camera)
  88172. *
  88173. * 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)
  88174. */
  88175. customRenderTargets: RenderTargetTexture[];
  88176. /**
  88177. * When set, the camera will render to this render target instead of the default canvas
  88178. *
  88179. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88180. */
  88181. outputRenderTarget: Nullable<RenderTargetTexture>;
  88182. /**
  88183. * Observable triggered when the camera view matrix has changed.
  88184. */
  88185. onViewMatrixChangedObservable: Observable<Camera>;
  88186. /**
  88187. * Observable triggered when the camera Projection matrix has changed.
  88188. */
  88189. onProjectionMatrixChangedObservable: Observable<Camera>;
  88190. /**
  88191. * Observable triggered when the inputs have been processed.
  88192. */
  88193. onAfterCheckInputsObservable: Observable<Camera>;
  88194. /**
  88195. * Observable triggered when reset has been called and applied to the camera.
  88196. */
  88197. onRestoreStateObservable: Observable<Camera>;
  88198. /** @hidden */
  88199. _cameraRigParams: any;
  88200. /** @hidden */
  88201. _rigCameras: Camera[];
  88202. /** @hidden */
  88203. _rigPostProcess: Nullable<PostProcess>;
  88204. protected _webvrViewMatrix: Matrix;
  88205. /** @hidden */
  88206. _skipRendering: boolean;
  88207. /** @hidden */
  88208. _projectionMatrix: Matrix;
  88209. /** @hidden */
  88210. _postProcesses: Nullable<PostProcess>[];
  88211. /** @hidden */
  88212. _activeMeshes: SmartArray<AbstractMesh>;
  88213. protected _globalPosition: Vector3;
  88214. /** @hidden */
  88215. _computedViewMatrix: Matrix;
  88216. private _doNotComputeProjectionMatrix;
  88217. private _transformMatrix;
  88218. private _frustumPlanes;
  88219. private _refreshFrustumPlanes;
  88220. private _storedFov;
  88221. private _stateStored;
  88222. /**
  88223. * Instantiates a new camera object.
  88224. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88225. * @see http://doc.babylonjs.com/features/cameras
  88226. * @param name Defines the name of the camera in the scene
  88227. * @param position Defines the position of the camera
  88228. * @param scene Defines the scene the camera belongs too
  88229. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88230. */
  88231. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88232. /**
  88233. * Store current camera state (fov, position, etc..)
  88234. * @returns the camera
  88235. */
  88236. storeState(): Camera;
  88237. /**
  88238. * Restores the camera state values if it has been stored. You must call storeState() first
  88239. */
  88240. protected _restoreStateValues(): boolean;
  88241. /**
  88242. * Restored camera state. You must call storeState() first.
  88243. * @returns true if restored and false otherwise
  88244. */
  88245. restoreState(): boolean;
  88246. /**
  88247. * Gets the class name of the camera.
  88248. * @returns the class name
  88249. */
  88250. getClassName(): string;
  88251. /** @hidden */
  88252. readonly _isCamera: boolean;
  88253. /**
  88254. * Gets a string representation of the camera useful for debug purpose.
  88255. * @param fullDetails Defines that a more verboe level of logging is required
  88256. * @returns the string representation
  88257. */
  88258. toString(fullDetails?: boolean): string;
  88259. /**
  88260. * Gets the current world space position of the camera.
  88261. */
  88262. readonly globalPosition: Vector3;
  88263. /**
  88264. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88265. * @returns the active meshe list
  88266. */
  88267. getActiveMeshes(): SmartArray<AbstractMesh>;
  88268. /**
  88269. * Check wether a mesh is part of the current active mesh list of the camera
  88270. * @param mesh Defines the mesh to check
  88271. * @returns true if active, false otherwise
  88272. */
  88273. isActiveMesh(mesh: Mesh): boolean;
  88274. /**
  88275. * Is this camera ready to be used/rendered
  88276. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88277. * @return true if the camera is ready
  88278. */
  88279. isReady(completeCheck?: boolean): boolean;
  88280. /** @hidden */
  88281. _initCache(): void;
  88282. /** @hidden */
  88283. _updateCache(ignoreParentClass?: boolean): void;
  88284. /** @hidden */
  88285. _isSynchronized(): boolean;
  88286. /** @hidden */
  88287. _isSynchronizedViewMatrix(): boolean;
  88288. /** @hidden */
  88289. _isSynchronizedProjectionMatrix(): boolean;
  88290. /**
  88291. * Attach the input controls to a specific dom element to get the input from.
  88292. * @param element Defines the element the controls should be listened from
  88293. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88294. */
  88295. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88296. /**
  88297. * Detach the current controls from the specified dom element.
  88298. * @param element Defines the element to stop listening the inputs from
  88299. */
  88300. detachControl(element: HTMLElement): void;
  88301. /**
  88302. * Update the camera state according to the different inputs gathered during the frame.
  88303. */
  88304. update(): void;
  88305. /** @hidden */
  88306. _checkInputs(): void;
  88307. /** @hidden */
  88308. readonly rigCameras: Camera[];
  88309. /**
  88310. * Gets the post process used by the rig cameras
  88311. */
  88312. readonly rigPostProcess: Nullable<PostProcess>;
  88313. /**
  88314. * Internal, gets the first post proces.
  88315. * @returns the first post process to be run on this camera.
  88316. */
  88317. _getFirstPostProcess(): Nullable<PostProcess>;
  88318. private _cascadePostProcessesToRigCams;
  88319. /**
  88320. * Attach a post process to the camera.
  88321. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88322. * @param postProcess The post process to attach to the camera
  88323. * @param insertAt The position of the post process in case several of them are in use in the scene
  88324. * @returns the position the post process has been inserted at
  88325. */
  88326. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88327. /**
  88328. * Detach a post process to the camera.
  88329. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88330. * @param postProcess The post process to detach from the camera
  88331. */
  88332. detachPostProcess(postProcess: PostProcess): void;
  88333. /**
  88334. * Gets the current world matrix of the camera
  88335. */
  88336. getWorldMatrix(): Matrix;
  88337. /** @hidden */
  88338. _getViewMatrix(): Matrix;
  88339. /**
  88340. * Gets the current view matrix of the camera.
  88341. * @param force forces the camera to recompute the matrix without looking at the cached state
  88342. * @returns the view matrix
  88343. */
  88344. getViewMatrix(force?: boolean): Matrix;
  88345. /**
  88346. * Freeze the projection matrix.
  88347. * It will prevent the cache check of the camera projection compute and can speed up perf
  88348. * if no parameter of the camera are meant to change
  88349. * @param projection Defines manually a projection if necessary
  88350. */
  88351. freezeProjectionMatrix(projection?: Matrix): void;
  88352. /**
  88353. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88354. */
  88355. unfreezeProjectionMatrix(): void;
  88356. /**
  88357. * Gets the current projection matrix of the camera.
  88358. * @param force forces the camera to recompute the matrix without looking at the cached state
  88359. * @returns the projection matrix
  88360. */
  88361. getProjectionMatrix(force?: boolean): Matrix;
  88362. /**
  88363. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88364. * @returns a Matrix
  88365. */
  88366. getTransformationMatrix(): Matrix;
  88367. private _updateFrustumPlanes;
  88368. /**
  88369. * Checks if a cullable object (mesh...) is in the camera frustum
  88370. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88371. * @param target The object to check
  88372. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88373. * @returns true if the object is in frustum otherwise false
  88374. */
  88375. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88376. /**
  88377. * Checks if a cullable object (mesh...) is in the camera frustum
  88378. * Unlike isInFrustum this cheks the full bounding box
  88379. * @param target The object to check
  88380. * @returns true if the object is in frustum otherwise false
  88381. */
  88382. isCompletelyInFrustum(target: ICullable): boolean;
  88383. /**
  88384. * Gets a ray in the forward direction from the camera.
  88385. * @param length Defines the length of the ray to create
  88386. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88387. * @param origin Defines the start point of the ray which defaults to the camera position
  88388. * @returns the forward ray
  88389. */
  88390. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88391. /**
  88392. * Releases resources associated with this node.
  88393. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88394. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88395. */
  88396. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88397. /** @hidden */
  88398. _isLeftCamera: boolean;
  88399. /**
  88400. * Gets the left camera of a rig setup in case of Rigged Camera
  88401. */
  88402. readonly isLeftCamera: boolean;
  88403. /** @hidden */
  88404. _isRightCamera: boolean;
  88405. /**
  88406. * Gets the right camera of a rig setup in case of Rigged Camera
  88407. */
  88408. readonly isRightCamera: boolean;
  88409. /**
  88410. * Gets the left camera of a rig setup in case of Rigged Camera
  88411. */
  88412. readonly leftCamera: Nullable<FreeCamera>;
  88413. /**
  88414. * Gets the right camera of a rig setup in case of Rigged Camera
  88415. */
  88416. readonly rightCamera: Nullable<FreeCamera>;
  88417. /**
  88418. * Gets the left camera target of a rig setup in case of Rigged Camera
  88419. * @returns the target position
  88420. */
  88421. getLeftTarget(): Nullable<Vector3>;
  88422. /**
  88423. * Gets the right camera target of a rig setup in case of Rigged Camera
  88424. * @returns the target position
  88425. */
  88426. getRightTarget(): Nullable<Vector3>;
  88427. /**
  88428. * @hidden
  88429. */
  88430. setCameraRigMode(mode: number, rigParams: any): void;
  88431. /** @hidden */
  88432. static _setStereoscopicRigMode(camera: Camera): void;
  88433. /** @hidden */
  88434. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88435. /** @hidden */
  88436. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88437. /** @hidden */
  88438. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88439. /** @hidden */
  88440. _getVRProjectionMatrix(): Matrix;
  88441. protected _updateCameraRotationMatrix(): void;
  88442. protected _updateWebVRCameraRotationMatrix(): void;
  88443. /**
  88444. * This function MUST be overwritten by the different WebVR cameras available.
  88445. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88446. * @hidden
  88447. */
  88448. _getWebVRProjectionMatrix(): Matrix;
  88449. /**
  88450. * This function MUST be overwritten by the different WebVR cameras available.
  88451. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88452. * @hidden
  88453. */
  88454. _getWebVRViewMatrix(): Matrix;
  88455. /** @hidden */
  88456. setCameraRigParameter(name: string, value: any): void;
  88457. /**
  88458. * needs to be overridden by children so sub has required properties to be copied
  88459. * @hidden
  88460. */
  88461. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88462. /**
  88463. * May need to be overridden by children
  88464. * @hidden
  88465. */
  88466. _updateRigCameras(): void;
  88467. /** @hidden */
  88468. _setupInputs(): void;
  88469. /**
  88470. * Serialiaze the camera setup to a json represention
  88471. * @returns the JSON representation
  88472. */
  88473. serialize(): any;
  88474. /**
  88475. * Clones the current camera.
  88476. * @param name The cloned camera name
  88477. * @returns the cloned camera
  88478. */
  88479. clone(name: string): Camera;
  88480. /**
  88481. * Gets the direction of the camera relative to a given local axis.
  88482. * @param localAxis Defines the reference axis to provide a relative direction.
  88483. * @return the direction
  88484. */
  88485. getDirection(localAxis: Vector3): Vector3;
  88486. /**
  88487. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88488. * @param localAxis Defines the reference axis to provide a relative direction.
  88489. * @param result Defines the vector to store the result in
  88490. */
  88491. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88492. /**
  88493. * Gets a camera constructor for a given camera type
  88494. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88495. * @param name The name of the camera the result will be able to instantiate
  88496. * @param scene The scene the result will construct the camera in
  88497. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88498. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88499. * @returns a factory method to construc the camera
  88500. */
  88501. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88502. /**
  88503. * Compute the world matrix of the camera.
  88504. * @returns the camera workd matrix
  88505. */
  88506. computeWorldMatrix(): Matrix;
  88507. /**
  88508. * Parse a JSON and creates the camera from the parsed information
  88509. * @param parsedCamera The JSON to parse
  88510. * @param scene The scene to instantiate the camera in
  88511. * @returns the newly constructed camera
  88512. */
  88513. static Parse(parsedCamera: any, scene: Scene): Camera;
  88514. }
  88515. }
  88516. declare module BABYLON {
  88517. /**
  88518. * Class containing static functions to help procedurally build meshes
  88519. */
  88520. export class DiscBuilder {
  88521. /**
  88522. * Creates a plane polygonal mesh. By default, this is a disc
  88523. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88524. * * 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
  88525. * * 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
  88526. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88527. * * 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
  88528. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88529. * @param name defines the name of the mesh
  88530. * @param options defines the options used to create the mesh
  88531. * @param scene defines the hosting scene
  88532. * @returns the plane polygonal mesh
  88533. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88534. */
  88535. static CreateDisc(name: string, options: {
  88536. radius?: number;
  88537. tessellation?: number;
  88538. arc?: number;
  88539. updatable?: boolean;
  88540. sideOrientation?: number;
  88541. frontUVs?: Vector4;
  88542. backUVs?: Vector4;
  88543. }, scene?: Nullable<Scene>): Mesh;
  88544. }
  88545. }
  88546. declare module BABYLON {
  88547. /**
  88548. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88549. *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.
  88550. * The SPS is also a particle system. It provides some methods to manage the particles.
  88551. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88552. *
  88553. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  88554. */
  88555. export class SolidParticleSystem implements IDisposable {
  88556. /**
  88557. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88558. * Example : var p = SPS.particles[i];
  88559. */
  88560. particles: SolidParticle[];
  88561. /**
  88562. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88563. */
  88564. nbParticles: number;
  88565. /**
  88566. * If the particles must ever face the camera (default false). Useful for planar particles.
  88567. */
  88568. billboard: boolean;
  88569. /**
  88570. * Recompute normals when adding a shape
  88571. */
  88572. recomputeNormals: boolean;
  88573. /**
  88574. * This a counter ofr your own usage. It's not set by any SPS functions.
  88575. */
  88576. counter: number;
  88577. /**
  88578. * The SPS name. This name is also given to the underlying mesh.
  88579. */
  88580. name: string;
  88581. /**
  88582. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88583. */
  88584. mesh: Mesh;
  88585. /**
  88586. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88587. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  88588. */
  88589. vars: any;
  88590. /**
  88591. * This array is populated when the SPS is set as 'pickable'.
  88592. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88593. * Each element of this array is an object `{idx: int, faceId: int}`.
  88594. * `idx` is the picked particle index in the `SPS.particles` array
  88595. * `faceId` is the picked face index counted within this particle.
  88596. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  88597. */
  88598. pickedParticles: {
  88599. idx: number;
  88600. faceId: number;
  88601. }[];
  88602. /**
  88603. * This array is populated when `enableDepthSort` is set to true.
  88604. * Each element of this array is an instance of the class DepthSortedParticle.
  88605. */
  88606. depthSortedParticles: DepthSortedParticle[];
  88607. /**
  88608. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88609. * @hidden
  88610. */
  88611. _bSphereOnly: boolean;
  88612. /**
  88613. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88614. * @hidden
  88615. */
  88616. _bSphereRadiusFactor: number;
  88617. private _scene;
  88618. private _positions;
  88619. private _indices;
  88620. private _normals;
  88621. private _colors;
  88622. private _uvs;
  88623. private _indices32;
  88624. private _positions32;
  88625. private _normals32;
  88626. private _fixedNormal32;
  88627. private _colors32;
  88628. private _uvs32;
  88629. private _index;
  88630. private _updatable;
  88631. private _pickable;
  88632. private _isVisibilityBoxLocked;
  88633. private _alwaysVisible;
  88634. private _depthSort;
  88635. private _shapeCounter;
  88636. private _copy;
  88637. private _color;
  88638. private _computeParticleColor;
  88639. private _computeParticleTexture;
  88640. private _computeParticleRotation;
  88641. private _computeParticleVertex;
  88642. private _computeBoundingBox;
  88643. private _depthSortParticles;
  88644. private _camera;
  88645. private _mustUnrotateFixedNormals;
  88646. private _particlesIntersect;
  88647. private _needs32Bits;
  88648. /**
  88649. * Creates a SPS (Solid Particle System) object.
  88650. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88651. * @param scene (Scene) is the scene in which the SPS is added.
  88652. * @param options defines the options of the sps e.g.
  88653. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88654. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88655. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88656. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88657. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88658. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88659. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88660. */
  88661. constructor(name: string, scene: Scene, options?: {
  88662. updatable?: boolean;
  88663. isPickable?: boolean;
  88664. enableDepthSort?: boolean;
  88665. particleIntersection?: boolean;
  88666. boundingSphereOnly?: boolean;
  88667. bSphereRadiusFactor?: number;
  88668. });
  88669. /**
  88670. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88671. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88672. * @returns the created mesh
  88673. */
  88674. buildMesh(): Mesh;
  88675. /**
  88676. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88677. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88678. * Thus the particles generated from `digest()` have their property `position` set yet.
  88679. * @param mesh ( Mesh ) is the mesh to be digested
  88680. * @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
  88681. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88682. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88683. * @returns the current SPS
  88684. */
  88685. digest(mesh: Mesh, options?: {
  88686. facetNb?: number;
  88687. number?: number;
  88688. delta?: number;
  88689. }): SolidParticleSystem;
  88690. private _unrotateFixedNormals;
  88691. private _resetCopy;
  88692. private _meshBuilder;
  88693. private _posToShape;
  88694. private _uvsToShapeUV;
  88695. private _addParticle;
  88696. /**
  88697. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88698. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  88699. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88700. * @param nb (positive integer) the number of particles to be created from this model
  88701. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88702. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88703. * @returns the number of shapes in the system
  88704. */
  88705. addShape(mesh: Mesh, nb: number, options?: {
  88706. positionFunction?: any;
  88707. vertexFunction?: any;
  88708. }): number;
  88709. private _rebuildParticle;
  88710. /**
  88711. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88712. * @returns the SPS.
  88713. */
  88714. rebuildMesh(): SolidParticleSystem;
  88715. /**
  88716. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88717. * This method calls `updateParticle()` for each particle of the SPS.
  88718. * For an animated SPS, it is usually called within the render loop.
  88719. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88720. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88721. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88722. * @returns the SPS.
  88723. */
  88724. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88725. /**
  88726. * Disposes the SPS.
  88727. */
  88728. dispose(): void;
  88729. /**
  88730. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88731. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88732. * @returns the SPS.
  88733. */
  88734. refreshVisibleSize(): SolidParticleSystem;
  88735. /**
  88736. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88737. * @param size the size (float) of the visibility box
  88738. * note : this doesn't lock the SPS mesh bounding box.
  88739. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88740. */
  88741. setVisibilityBox(size: number): void;
  88742. /**
  88743. * Gets whether the SPS as always visible or not
  88744. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88745. */
  88746. /**
  88747. * Sets the SPS as always visible or not
  88748. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88749. */
  88750. isAlwaysVisible: boolean;
  88751. /**
  88752. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88753. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88754. */
  88755. /**
  88756. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88757. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88758. */
  88759. isVisibilityBoxLocked: boolean;
  88760. /**
  88761. * Tells to `setParticles()` to compute the particle rotations or not.
  88762. * Default value : true. The SPS is faster when it's set to false.
  88763. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88764. */
  88765. /**
  88766. * Gets if `setParticles()` computes the particle rotations or not.
  88767. * Default value : true. The SPS is faster when it's set to false.
  88768. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88769. */
  88770. computeParticleRotation: boolean;
  88771. /**
  88772. * Tells to `setParticles()` to compute the particle colors or not.
  88773. * Default value : true. The SPS is faster when it's set to false.
  88774. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88775. */
  88776. /**
  88777. * Gets if `setParticles()` computes the particle colors or not.
  88778. * Default value : true. The SPS is faster when it's set to false.
  88779. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88780. */
  88781. computeParticleColor: boolean;
  88782. /**
  88783. * Gets if `setParticles()` computes the particle textures or not.
  88784. * Default value : true. The SPS is faster when it's set to false.
  88785. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  88786. */
  88787. computeParticleTexture: boolean;
  88788. /**
  88789. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  88790. * Default value : false. The SPS is faster when it's set to false.
  88791. * Note : the particle custom vertex positions aren't stored values.
  88792. */
  88793. /**
  88794. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  88795. * Default value : false. The SPS is faster when it's set to false.
  88796. * Note : the particle custom vertex positions aren't stored values.
  88797. */
  88798. computeParticleVertex: boolean;
  88799. /**
  88800. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  88801. */
  88802. /**
  88803. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  88804. */
  88805. computeBoundingBox: boolean;
  88806. /**
  88807. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  88808. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88809. * Default : `true`
  88810. */
  88811. /**
  88812. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  88813. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88814. * Default : `true`
  88815. */
  88816. depthSortParticles: boolean;
  88817. /**
  88818. * This function does nothing. It may be overwritten to set all the particle first values.
  88819. * The SPS doesn't call this function, you may have to call it by your own.
  88820. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88821. */
  88822. initParticles(): void;
  88823. /**
  88824. * This function does nothing. It may be overwritten to recycle a particle.
  88825. * The SPS doesn't call this function, you may have to call it by your own.
  88826. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88827. * @param particle The particle to recycle
  88828. * @returns the recycled particle
  88829. */
  88830. recycleParticle(particle: SolidParticle): SolidParticle;
  88831. /**
  88832. * Updates a particle : this function should be overwritten by the user.
  88833. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  88834. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88835. * @example : just set a particle position or velocity and recycle conditions
  88836. * @param particle The particle to update
  88837. * @returns the updated particle
  88838. */
  88839. updateParticle(particle: SolidParticle): SolidParticle;
  88840. /**
  88841. * Updates a vertex of a particle : it can be overwritten by the user.
  88842. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  88843. * @param particle the current particle
  88844. * @param vertex the current index of the current particle
  88845. * @param pt the index of the current vertex in the particle shape
  88846. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  88847. * @example : just set a vertex particle position
  88848. * @returns the updated vertex
  88849. */
  88850. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  88851. /**
  88852. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  88853. * This does nothing and may be overwritten by the user.
  88854. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88855. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88856. * @param update the boolean update value actually passed to setParticles()
  88857. */
  88858. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88859. /**
  88860. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  88861. * This will be passed three parameters.
  88862. * This does nothing and may be overwritten by the user.
  88863. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88864. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88865. * @param update the boolean update value actually passed to setParticles()
  88866. */
  88867. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88868. }
  88869. }
  88870. declare module BABYLON {
  88871. /**
  88872. * Represents one particle of a solid particle system.
  88873. */
  88874. export class SolidParticle {
  88875. /**
  88876. * particle global index
  88877. */
  88878. idx: number;
  88879. /**
  88880. * The color of the particle
  88881. */
  88882. color: Nullable<Color4>;
  88883. /**
  88884. * The world space position of the particle.
  88885. */
  88886. position: Vector3;
  88887. /**
  88888. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  88889. */
  88890. rotation: Vector3;
  88891. /**
  88892. * The world space rotation quaternion of the particle.
  88893. */
  88894. rotationQuaternion: Nullable<Quaternion>;
  88895. /**
  88896. * The scaling of the particle.
  88897. */
  88898. scaling: Vector3;
  88899. /**
  88900. * The uvs of the particle.
  88901. */
  88902. uvs: Vector4;
  88903. /**
  88904. * The current speed of the particle.
  88905. */
  88906. velocity: Vector3;
  88907. /**
  88908. * The pivot point in the particle local space.
  88909. */
  88910. pivot: Vector3;
  88911. /**
  88912. * Must the particle be translated from its pivot point in its local space ?
  88913. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  88914. * Default : false
  88915. */
  88916. translateFromPivot: boolean;
  88917. /**
  88918. * Is the particle active or not ?
  88919. */
  88920. alive: boolean;
  88921. /**
  88922. * Is the particle visible or not ?
  88923. */
  88924. isVisible: boolean;
  88925. /**
  88926. * Index of this particle in the global "positions" array (Internal use)
  88927. * @hidden
  88928. */
  88929. _pos: number;
  88930. /**
  88931. * @hidden Index of this particle in the global "indices" array (Internal use)
  88932. */
  88933. _ind: number;
  88934. /**
  88935. * @hidden ModelShape of this particle (Internal use)
  88936. */
  88937. _model: ModelShape;
  88938. /**
  88939. * ModelShape id of this particle
  88940. */
  88941. shapeId: number;
  88942. /**
  88943. * Index of the particle in its shape id (Internal use)
  88944. */
  88945. idxInShape: number;
  88946. /**
  88947. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  88948. */
  88949. _modelBoundingInfo: BoundingInfo;
  88950. /**
  88951. * @hidden Particle BoundingInfo object (Internal use)
  88952. */
  88953. _boundingInfo: BoundingInfo;
  88954. /**
  88955. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  88956. */
  88957. _sps: SolidParticleSystem;
  88958. /**
  88959. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  88960. */
  88961. _stillInvisible: boolean;
  88962. /**
  88963. * @hidden Last computed particle rotation matrix
  88964. */
  88965. _rotationMatrix: number[];
  88966. /**
  88967. * Parent particle Id, if any.
  88968. * Default null.
  88969. */
  88970. parentId: Nullable<number>;
  88971. /**
  88972. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  88973. * The possible values are :
  88974. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  88975. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88976. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  88977. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  88978. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88979. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  88980. * */
  88981. cullingStrategy: number;
  88982. /**
  88983. * @hidden Internal global position in the SPS.
  88984. */
  88985. _globalPosition: Vector3;
  88986. /**
  88987. * Creates a Solid Particle object.
  88988. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  88989. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  88990. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  88991. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  88992. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  88993. * @param shapeId (integer) is the model shape identifier in the SPS.
  88994. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  88995. * @param sps defines the sps it is associated to
  88996. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  88997. */
  88998. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  88999. /**
  89000. * Legacy support, changed scale to scaling
  89001. */
  89002. /**
  89003. * Legacy support, changed scale to scaling
  89004. */
  89005. scale: Vector3;
  89006. /**
  89007. * Legacy support, changed quaternion to rotationQuaternion
  89008. */
  89009. /**
  89010. * Legacy support, changed quaternion to rotationQuaternion
  89011. */
  89012. quaternion: Nullable<Quaternion>;
  89013. /**
  89014. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89015. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89016. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89017. * @returns true if it intersects
  89018. */
  89019. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89020. /**
  89021. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89022. * A particle is in the frustum if its bounding box intersects the frustum
  89023. * @param frustumPlanes defines the frustum to test
  89024. * @returns true if the particle is in the frustum planes
  89025. */
  89026. isInFrustum(frustumPlanes: Plane[]): boolean;
  89027. /**
  89028. * get the rotation matrix of the particle
  89029. * @hidden
  89030. */
  89031. getRotationMatrix(m: Matrix): void;
  89032. }
  89033. /**
  89034. * Represents the shape of the model used by one particle of a solid particle system.
  89035. * SPS internal tool, don't use it manually.
  89036. */
  89037. export class ModelShape {
  89038. /**
  89039. * The shape id
  89040. * @hidden
  89041. */
  89042. shapeID: number;
  89043. /**
  89044. * flat array of model positions (internal use)
  89045. * @hidden
  89046. */
  89047. _shape: Vector3[];
  89048. /**
  89049. * flat array of model UVs (internal use)
  89050. * @hidden
  89051. */
  89052. _shapeUV: number[];
  89053. /**
  89054. * length of the shape in the model indices array (internal use)
  89055. * @hidden
  89056. */
  89057. _indicesLength: number;
  89058. /**
  89059. * Custom position function (internal use)
  89060. * @hidden
  89061. */
  89062. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89063. /**
  89064. * Custom vertex function (internal use)
  89065. * @hidden
  89066. */
  89067. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89068. /**
  89069. * 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.
  89070. * SPS internal tool, don't use it manually.
  89071. * @hidden
  89072. */
  89073. 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>);
  89074. }
  89075. /**
  89076. * Represents a Depth Sorted Particle in the solid particle system.
  89077. */
  89078. export class DepthSortedParticle {
  89079. /**
  89080. * Index of the particle in the "indices" array
  89081. */
  89082. ind: number;
  89083. /**
  89084. * Length of the particle shape in the "indices" array
  89085. */
  89086. indicesLength: number;
  89087. /**
  89088. * Squared distance from the particle to the camera
  89089. */
  89090. sqDistance: number;
  89091. }
  89092. }
  89093. declare module BABYLON {
  89094. /**
  89095. * @hidden
  89096. */
  89097. export class _MeshCollisionData {
  89098. _checkCollisions: boolean;
  89099. _collisionMask: number;
  89100. _collisionGroup: number;
  89101. _collider: Nullable<Collider>;
  89102. _oldPositionForCollisions: Vector3;
  89103. _diffPositionForCollisions: Vector3;
  89104. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89105. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89106. }
  89107. }
  89108. declare module BABYLON {
  89109. /** @hidden */
  89110. class _FacetDataStorage {
  89111. facetPositions: Vector3[];
  89112. facetNormals: Vector3[];
  89113. facetPartitioning: number[][];
  89114. facetNb: number;
  89115. partitioningSubdivisions: number;
  89116. partitioningBBoxRatio: number;
  89117. facetDataEnabled: boolean;
  89118. facetParameters: any;
  89119. bbSize: Vector3;
  89120. subDiv: {
  89121. max: number;
  89122. X: number;
  89123. Y: number;
  89124. Z: number;
  89125. };
  89126. facetDepthSort: boolean;
  89127. facetDepthSortEnabled: boolean;
  89128. depthSortedIndices: IndicesArray;
  89129. depthSortedFacets: {
  89130. ind: number;
  89131. sqDistance: number;
  89132. }[];
  89133. facetDepthSortFunction: (f1: {
  89134. ind: number;
  89135. sqDistance: number;
  89136. }, f2: {
  89137. ind: number;
  89138. sqDistance: number;
  89139. }) => number;
  89140. facetDepthSortFrom: Vector3;
  89141. facetDepthSortOrigin: Vector3;
  89142. invertedMatrix: Matrix;
  89143. }
  89144. /**
  89145. * @hidden
  89146. **/
  89147. class _InternalAbstractMeshDataInfo {
  89148. _hasVertexAlpha: boolean;
  89149. _useVertexColors: boolean;
  89150. _numBoneInfluencers: number;
  89151. _applyFog: boolean;
  89152. _receiveShadows: boolean;
  89153. _facetData: _FacetDataStorage;
  89154. _visibility: number;
  89155. _skeleton: Nullable<Skeleton>;
  89156. _layerMask: number;
  89157. _computeBonesUsingShaders: boolean;
  89158. _isActive: boolean;
  89159. _onlyForInstances: boolean;
  89160. _isActiveIntermediate: boolean;
  89161. _onlyForInstancesIntermediate: boolean;
  89162. }
  89163. /**
  89164. * Class used to store all common mesh properties
  89165. */
  89166. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89167. /** No occlusion */
  89168. static OCCLUSION_TYPE_NONE: number;
  89169. /** Occlusion set to optimisitic */
  89170. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89171. /** Occlusion set to strict */
  89172. static OCCLUSION_TYPE_STRICT: number;
  89173. /** Use an accurante occlusion algorithm */
  89174. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89175. /** Use a conservative occlusion algorithm */
  89176. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89177. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89178. * Test order :
  89179. * Is the bounding sphere outside the frustum ?
  89180. * If not, are the bounding box vertices outside the frustum ?
  89181. * It not, then the cullable object is in the frustum.
  89182. */
  89183. static readonly CULLINGSTRATEGY_STANDARD: number;
  89184. /** Culling strategy : Bounding Sphere Only.
  89185. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89186. * It's also less accurate than the standard because some not visible objects can still be selected.
  89187. * Test : is the bounding sphere outside the frustum ?
  89188. * If not, then the cullable object is in the frustum.
  89189. */
  89190. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89191. /** Culling strategy : Optimistic Inclusion.
  89192. * This in an inclusion test first, then the standard exclusion test.
  89193. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89194. * 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.
  89195. * Anyway, it's as accurate as the standard strategy.
  89196. * Test :
  89197. * Is the cullable object bounding sphere center in the frustum ?
  89198. * If not, apply the default culling strategy.
  89199. */
  89200. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89201. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89202. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89203. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89204. * 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.
  89205. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89206. * Test :
  89207. * Is the cullable object bounding sphere center in the frustum ?
  89208. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89209. */
  89210. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89211. /**
  89212. * No billboard
  89213. */
  89214. static readonly BILLBOARDMODE_NONE: number;
  89215. /** Billboard on X axis */
  89216. static readonly BILLBOARDMODE_X: number;
  89217. /** Billboard on Y axis */
  89218. static readonly BILLBOARDMODE_Y: number;
  89219. /** Billboard on Z axis */
  89220. static readonly BILLBOARDMODE_Z: number;
  89221. /** Billboard on all axes */
  89222. static readonly BILLBOARDMODE_ALL: number;
  89223. /** @hidden */
  89224. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89225. /**
  89226. * The culling strategy to use to check whether the mesh must be rendered or not.
  89227. * This value can be changed at any time and will be used on the next render mesh selection.
  89228. * The possible values are :
  89229. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89230. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89231. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89232. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89233. * Please read each static variable documentation to get details about the culling process.
  89234. * */
  89235. cullingStrategy: number;
  89236. /**
  89237. * Gets the number of facets in the mesh
  89238. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89239. */
  89240. readonly facetNb: number;
  89241. /**
  89242. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89243. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89244. */
  89245. partitioningSubdivisions: number;
  89246. /**
  89247. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89248. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89249. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89250. */
  89251. partitioningBBoxRatio: number;
  89252. /**
  89253. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89254. * Works only for updatable meshes.
  89255. * Doesn't work with multi-materials
  89256. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89257. */
  89258. mustDepthSortFacets: boolean;
  89259. /**
  89260. * The location (Vector3) where the facet depth sort must be computed from.
  89261. * By default, the active camera position.
  89262. * Used only when facet depth sort is enabled
  89263. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89264. */
  89265. facetDepthSortFrom: Vector3;
  89266. /**
  89267. * gets a boolean indicating if facetData is enabled
  89268. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89269. */
  89270. readonly isFacetDataEnabled: boolean;
  89271. /** @hidden */
  89272. _updateNonUniformScalingState(value: boolean): boolean;
  89273. /**
  89274. * An event triggered when this mesh collides with another one
  89275. */
  89276. onCollideObservable: Observable<AbstractMesh>;
  89277. /** Set a function to call when this mesh collides with another one */
  89278. onCollide: () => void;
  89279. /**
  89280. * An event triggered when the collision's position changes
  89281. */
  89282. onCollisionPositionChangeObservable: Observable<Vector3>;
  89283. /** Set a function to call when the collision's position changes */
  89284. onCollisionPositionChange: () => void;
  89285. /**
  89286. * An event triggered when material is changed
  89287. */
  89288. onMaterialChangedObservable: Observable<AbstractMesh>;
  89289. /**
  89290. * Gets or sets the orientation for POV movement & rotation
  89291. */
  89292. definedFacingForward: boolean;
  89293. /** @hidden */
  89294. _occlusionQuery: Nullable<WebGLQuery>;
  89295. /** @hidden */
  89296. _renderingGroup: Nullable<RenderingGroup>;
  89297. /**
  89298. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89299. */
  89300. /**
  89301. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89302. */
  89303. visibility: number;
  89304. /** Gets or sets the alpha index used to sort transparent meshes
  89305. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89306. */
  89307. alphaIndex: number;
  89308. /**
  89309. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89310. */
  89311. isVisible: boolean;
  89312. /**
  89313. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89314. */
  89315. isPickable: boolean;
  89316. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89317. showSubMeshesBoundingBox: boolean;
  89318. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89319. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89320. */
  89321. isBlocker: boolean;
  89322. /**
  89323. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89324. */
  89325. enablePointerMoveEvents: boolean;
  89326. /**
  89327. * Specifies the rendering group id for this mesh (0 by default)
  89328. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89329. */
  89330. renderingGroupId: number;
  89331. private _material;
  89332. /** Gets or sets current material */
  89333. material: Nullable<Material>;
  89334. /**
  89335. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89336. * @see http://doc.babylonjs.com/babylon101/shadows
  89337. */
  89338. receiveShadows: boolean;
  89339. /** Defines color to use when rendering outline */
  89340. outlineColor: Color3;
  89341. /** Define width to use when rendering outline */
  89342. outlineWidth: number;
  89343. /** Defines color to use when rendering overlay */
  89344. overlayColor: Color3;
  89345. /** Defines alpha to use when rendering overlay */
  89346. overlayAlpha: number;
  89347. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89348. hasVertexAlpha: boolean;
  89349. /** 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) */
  89350. useVertexColors: boolean;
  89351. /**
  89352. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89353. */
  89354. computeBonesUsingShaders: boolean;
  89355. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89356. numBoneInfluencers: number;
  89357. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89358. applyFog: boolean;
  89359. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89360. useOctreeForRenderingSelection: boolean;
  89361. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89362. useOctreeForPicking: boolean;
  89363. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89364. useOctreeForCollisions: boolean;
  89365. /**
  89366. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89367. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89368. */
  89369. layerMask: number;
  89370. /**
  89371. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89372. */
  89373. alwaysSelectAsActiveMesh: boolean;
  89374. /**
  89375. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89376. */
  89377. doNotSyncBoundingInfo: boolean;
  89378. /**
  89379. * Gets or sets the current action manager
  89380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89381. */
  89382. actionManager: Nullable<AbstractActionManager>;
  89383. private _meshCollisionData;
  89384. /**
  89385. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89386. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89387. */
  89388. ellipsoid: Vector3;
  89389. /**
  89390. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89391. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89392. */
  89393. ellipsoidOffset: Vector3;
  89394. /**
  89395. * Gets or sets a collision mask used to mask collisions (default is -1).
  89396. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89397. */
  89398. collisionMask: number;
  89399. /**
  89400. * Gets or sets the current collision group mask (-1 by default).
  89401. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89402. */
  89403. collisionGroup: number;
  89404. /**
  89405. * Defines edge width used when edgesRenderer is enabled
  89406. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89407. */
  89408. edgesWidth: number;
  89409. /**
  89410. * Defines edge color used when edgesRenderer is enabled
  89411. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89412. */
  89413. edgesColor: Color4;
  89414. /** @hidden */
  89415. _edgesRenderer: Nullable<IEdgesRenderer>;
  89416. /** @hidden */
  89417. _masterMesh: Nullable<AbstractMesh>;
  89418. /** @hidden */
  89419. _boundingInfo: Nullable<BoundingInfo>;
  89420. /** @hidden */
  89421. _renderId: number;
  89422. /**
  89423. * Gets or sets the list of subMeshes
  89424. * @see http://doc.babylonjs.com/how_to/multi_materials
  89425. */
  89426. subMeshes: SubMesh[];
  89427. /** @hidden */
  89428. _intersectionsInProgress: AbstractMesh[];
  89429. /** @hidden */
  89430. _unIndexed: boolean;
  89431. /** @hidden */
  89432. _lightSources: Light[];
  89433. /** Gets the list of lights affecting that mesh */
  89434. readonly lightSources: Light[];
  89435. /** @hidden */
  89436. readonly _positions: Nullable<Vector3[]>;
  89437. /** @hidden */
  89438. _waitingData: {
  89439. lods: Nullable<any>;
  89440. actions: Nullable<any>;
  89441. freezeWorldMatrix: Nullable<boolean>;
  89442. };
  89443. /** @hidden */
  89444. _bonesTransformMatrices: Nullable<Float32Array>;
  89445. /** @hidden */
  89446. _transformMatrixTexture: Nullable<RawTexture>;
  89447. /**
  89448. * Gets or sets a skeleton to apply skining transformations
  89449. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89450. */
  89451. skeleton: Nullable<Skeleton>;
  89452. /**
  89453. * An event triggered when the mesh is rebuilt.
  89454. */
  89455. onRebuildObservable: Observable<AbstractMesh>;
  89456. /**
  89457. * Creates a new AbstractMesh
  89458. * @param name defines the name of the mesh
  89459. * @param scene defines the hosting scene
  89460. */
  89461. constructor(name: string, scene?: Nullable<Scene>);
  89462. /**
  89463. * Returns the string "AbstractMesh"
  89464. * @returns "AbstractMesh"
  89465. */
  89466. getClassName(): string;
  89467. /**
  89468. * Gets a string representation of the current mesh
  89469. * @param fullDetails defines a boolean indicating if full details must be included
  89470. * @returns a string representation of the current mesh
  89471. */
  89472. toString(fullDetails?: boolean): string;
  89473. /**
  89474. * @hidden
  89475. */
  89476. protected _getEffectiveParent(): Nullable<Node>;
  89477. /** @hidden */
  89478. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89479. /** @hidden */
  89480. _rebuild(): void;
  89481. /** @hidden */
  89482. _resyncLightSources(): void;
  89483. /** @hidden */
  89484. _resyncLighSource(light: Light): void;
  89485. /** @hidden */
  89486. _unBindEffect(): void;
  89487. /** @hidden */
  89488. _removeLightSource(light: Light): void;
  89489. private _markSubMeshesAsDirty;
  89490. /** @hidden */
  89491. _markSubMeshesAsLightDirty(): void;
  89492. /** @hidden */
  89493. _markSubMeshesAsAttributesDirty(): void;
  89494. /** @hidden */
  89495. _markSubMeshesAsMiscDirty(): void;
  89496. /**
  89497. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89498. */
  89499. scaling: Vector3;
  89500. /**
  89501. * Returns true if the mesh is blocked. Implemented by child classes
  89502. */
  89503. readonly isBlocked: boolean;
  89504. /**
  89505. * Returns the mesh itself by default. Implemented by child classes
  89506. * @param camera defines the camera to use to pick the right LOD level
  89507. * @returns the currentAbstractMesh
  89508. */
  89509. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89510. /**
  89511. * Returns 0 by default. Implemented by child classes
  89512. * @returns an integer
  89513. */
  89514. getTotalVertices(): number;
  89515. /**
  89516. * Returns a positive integer : the total number of indices in this mesh geometry.
  89517. * @returns the numner of indices or zero if the mesh has no geometry.
  89518. */
  89519. getTotalIndices(): number;
  89520. /**
  89521. * Returns null by default. Implemented by child classes
  89522. * @returns null
  89523. */
  89524. getIndices(): Nullable<IndicesArray>;
  89525. /**
  89526. * Returns the array of the requested vertex data kind. Implemented by child classes
  89527. * @param kind defines the vertex data kind to use
  89528. * @returns null
  89529. */
  89530. getVerticesData(kind: string): Nullable<FloatArray>;
  89531. /**
  89532. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89533. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89534. * Note that a new underlying VertexBuffer object is created each call.
  89535. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89536. * @param kind defines vertex data kind:
  89537. * * VertexBuffer.PositionKind
  89538. * * VertexBuffer.UVKind
  89539. * * VertexBuffer.UV2Kind
  89540. * * VertexBuffer.UV3Kind
  89541. * * VertexBuffer.UV4Kind
  89542. * * VertexBuffer.UV5Kind
  89543. * * VertexBuffer.UV6Kind
  89544. * * VertexBuffer.ColorKind
  89545. * * VertexBuffer.MatricesIndicesKind
  89546. * * VertexBuffer.MatricesIndicesExtraKind
  89547. * * VertexBuffer.MatricesWeightsKind
  89548. * * VertexBuffer.MatricesWeightsExtraKind
  89549. * @param data defines the data source
  89550. * @param updatable defines if the data must be flagged as updatable (or static)
  89551. * @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
  89552. * @returns the current mesh
  89553. */
  89554. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89555. /**
  89556. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89557. * If the mesh has no geometry, it is simply returned as it is.
  89558. * @param kind defines vertex data kind:
  89559. * * VertexBuffer.PositionKind
  89560. * * VertexBuffer.UVKind
  89561. * * VertexBuffer.UV2Kind
  89562. * * VertexBuffer.UV3Kind
  89563. * * VertexBuffer.UV4Kind
  89564. * * VertexBuffer.UV5Kind
  89565. * * VertexBuffer.UV6Kind
  89566. * * VertexBuffer.ColorKind
  89567. * * VertexBuffer.MatricesIndicesKind
  89568. * * VertexBuffer.MatricesIndicesExtraKind
  89569. * * VertexBuffer.MatricesWeightsKind
  89570. * * VertexBuffer.MatricesWeightsExtraKind
  89571. * @param data defines the data source
  89572. * @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
  89573. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89574. * @returns the current mesh
  89575. */
  89576. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89577. /**
  89578. * Sets the mesh indices,
  89579. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89580. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89581. * @param totalVertices Defines the total number of vertices
  89582. * @returns the current mesh
  89583. */
  89584. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89585. /**
  89586. * Gets a boolean indicating if specific vertex data is present
  89587. * @param kind defines the vertex data kind to use
  89588. * @returns true is data kind is present
  89589. */
  89590. isVerticesDataPresent(kind: string): boolean;
  89591. /**
  89592. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89593. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89594. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89595. * @returns a BoundingInfo
  89596. */
  89597. getBoundingInfo(): BoundingInfo;
  89598. /**
  89599. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89600. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89601. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89602. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89603. * @returns the current mesh
  89604. */
  89605. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89606. /**
  89607. * Overwrite the current bounding info
  89608. * @param boundingInfo defines the new bounding info
  89609. * @returns the current mesh
  89610. */
  89611. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89612. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89613. readonly useBones: boolean;
  89614. /** @hidden */
  89615. _preActivate(): void;
  89616. /** @hidden */
  89617. _preActivateForIntermediateRendering(renderId: number): void;
  89618. /** @hidden */
  89619. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89620. /** @hidden */
  89621. _postActivate(): void;
  89622. /** @hidden */
  89623. _freeze(): void;
  89624. /** @hidden */
  89625. _unFreeze(): void;
  89626. /**
  89627. * Gets the current world matrix
  89628. * @returns a Matrix
  89629. */
  89630. getWorldMatrix(): Matrix;
  89631. /** @hidden */
  89632. _getWorldMatrixDeterminant(): number;
  89633. /**
  89634. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89635. */
  89636. readonly isAnInstance: boolean;
  89637. /**
  89638. * Perform relative position change from the point of view of behind the front of the mesh.
  89639. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89640. * Supports definition of mesh facing forward or backward
  89641. * @param amountRight defines the distance on the right axis
  89642. * @param amountUp defines the distance on the up axis
  89643. * @param amountForward defines the distance on the forward axis
  89644. * @returns the current mesh
  89645. */
  89646. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89647. /**
  89648. * Calculate relative position change from the point of view of behind the front of the mesh.
  89649. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89650. * Supports definition of mesh facing forward or backward
  89651. * @param amountRight defines the distance on the right axis
  89652. * @param amountUp defines the distance on the up axis
  89653. * @param amountForward defines the distance on the forward axis
  89654. * @returns the new displacement vector
  89655. */
  89656. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89657. /**
  89658. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89659. * Supports definition of mesh facing forward or backward
  89660. * @param flipBack defines the flip
  89661. * @param twirlClockwise defines the twirl
  89662. * @param tiltRight defines the tilt
  89663. * @returns the current mesh
  89664. */
  89665. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89666. /**
  89667. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89668. * Supports definition of mesh facing forward or backward.
  89669. * @param flipBack defines the flip
  89670. * @param twirlClockwise defines the twirl
  89671. * @param tiltRight defines the tilt
  89672. * @returns the new rotation vector
  89673. */
  89674. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89675. /**
  89676. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89677. * This means the mesh underlying bounding box and sphere are recomputed.
  89678. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89679. * @returns the current mesh
  89680. */
  89681. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89682. /** @hidden */
  89683. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89684. /** @hidden */
  89685. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89686. /** @hidden */
  89687. _updateBoundingInfo(): AbstractMesh;
  89688. /** @hidden */
  89689. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89690. /** @hidden */
  89691. protected _afterComputeWorldMatrix(): void;
  89692. /** @hidden */
  89693. readonly _effectiveMesh: AbstractMesh;
  89694. /**
  89695. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89696. * A mesh is in the frustum if its bounding box intersects the frustum
  89697. * @param frustumPlanes defines the frustum to test
  89698. * @returns true if the mesh is in the frustum planes
  89699. */
  89700. isInFrustum(frustumPlanes: Plane[]): boolean;
  89701. /**
  89702. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89703. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89704. * @param frustumPlanes defines the frustum to test
  89705. * @returns true if the mesh is completely in the frustum planes
  89706. */
  89707. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89708. /**
  89709. * True if the mesh intersects another mesh or a SolidParticle object
  89710. * @param mesh defines a target mesh or SolidParticle to test
  89711. * @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)
  89712. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89713. * @returns true if there is an intersection
  89714. */
  89715. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89716. /**
  89717. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89718. * @param point defines the point to test
  89719. * @returns true if there is an intersection
  89720. */
  89721. intersectsPoint(point: Vector3): boolean;
  89722. /**
  89723. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89724. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89725. */
  89726. checkCollisions: boolean;
  89727. /**
  89728. * Gets Collider object used to compute collisions (not physics)
  89729. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89730. */
  89731. readonly collider: Nullable<Collider>;
  89732. /**
  89733. * Move the mesh using collision engine
  89734. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89735. * @param displacement defines the requested displacement vector
  89736. * @returns the current mesh
  89737. */
  89738. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89739. private _onCollisionPositionChange;
  89740. /** @hidden */
  89741. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89742. /** @hidden */
  89743. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  89744. /** @hidden */
  89745. _checkCollision(collider: Collider): AbstractMesh;
  89746. /** @hidden */
  89747. _generatePointsArray(): boolean;
  89748. /**
  89749. * Checks if the passed Ray intersects with the mesh
  89750. * @param ray defines the ray to use
  89751. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  89752. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89753. * @returns the picking info
  89754. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  89755. */
  89756. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  89757. /**
  89758. * Clones the current mesh
  89759. * @param name defines the mesh name
  89760. * @param newParent defines the new mesh parent
  89761. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  89762. * @returns the new mesh
  89763. */
  89764. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  89765. /**
  89766. * Disposes all the submeshes of the current meshnp
  89767. * @returns the current mesh
  89768. */
  89769. releaseSubMeshes(): AbstractMesh;
  89770. /**
  89771. * Releases resources associated with this abstract mesh.
  89772. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89773. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89774. */
  89775. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89776. /**
  89777. * Adds the passed mesh as a child to the current mesh
  89778. * @param mesh defines the child mesh
  89779. * @returns the current mesh
  89780. */
  89781. addChild(mesh: AbstractMesh): AbstractMesh;
  89782. /**
  89783. * Removes the passed mesh from the current mesh children list
  89784. * @param mesh defines the child mesh
  89785. * @returns the current mesh
  89786. */
  89787. removeChild(mesh: AbstractMesh): AbstractMesh;
  89788. /** @hidden */
  89789. private _initFacetData;
  89790. /**
  89791. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  89792. * This method can be called within the render loop.
  89793. * 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
  89794. * @returns the current mesh
  89795. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89796. */
  89797. updateFacetData(): AbstractMesh;
  89798. /**
  89799. * Returns the facetLocalNormals array.
  89800. * The normals are expressed in the mesh local spac
  89801. * @returns an array of Vector3
  89802. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89803. */
  89804. getFacetLocalNormals(): Vector3[];
  89805. /**
  89806. * Returns the facetLocalPositions array.
  89807. * The facet positions are expressed in the mesh local space
  89808. * @returns an array of Vector3
  89809. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89810. */
  89811. getFacetLocalPositions(): Vector3[];
  89812. /**
  89813. * Returns the facetLocalPartioning array
  89814. * @returns an array of array of numbers
  89815. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89816. */
  89817. getFacetLocalPartitioning(): number[][];
  89818. /**
  89819. * Returns the i-th facet position in the world system.
  89820. * This method allocates a new Vector3 per call
  89821. * @param i defines the facet index
  89822. * @returns a new Vector3
  89823. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89824. */
  89825. getFacetPosition(i: number): Vector3;
  89826. /**
  89827. * Sets the reference Vector3 with the i-th facet position in the world system
  89828. * @param i defines the facet index
  89829. * @param ref defines the target vector
  89830. * @returns the current mesh
  89831. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89832. */
  89833. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  89834. /**
  89835. * Returns the i-th facet normal in the world system.
  89836. * This method allocates a new Vector3 per call
  89837. * @param i defines the facet index
  89838. * @returns a new Vector3
  89839. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89840. */
  89841. getFacetNormal(i: number): Vector3;
  89842. /**
  89843. * Sets the reference Vector3 with the i-th facet normal in the world system
  89844. * @param i defines the facet index
  89845. * @param ref defines the target vector
  89846. * @returns the current mesh
  89847. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89848. */
  89849. getFacetNormalToRef(i: number, ref: Vector3): this;
  89850. /**
  89851. * 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)
  89852. * @param x defines x coordinate
  89853. * @param y defines y coordinate
  89854. * @param z defines z coordinate
  89855. * @returns the array of facet indexes
  89856. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89857. */
  89858. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  89859. /**
  89860. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  89861. * @param projected sets as the (x,y,z) world projection on the facet
  89862. * @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
  89863. * @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
  89864. * @param x defines x coordinate
  89865. * @param y defines y coordinate
  89866. * @param z defines z coordinate
  89867. * @returns the face index if found (or null instead)
  89868. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89869. */
  89870. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89871. /**
  89872. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  89873. * @param projected sets as the (x,y,z) local projection on the facet
  89874. * @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
  89875. * @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
  89876. * @param x defines x coordinate
  89877. * @param y defines y coordinate
  89878. * @param z defines z coordinate
  89879. * @returns the face index if found (or null instead)
  89880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89881. */
  89882. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89883. /**
  89884. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  89885. * @returns the parameters
  89886. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89887. */
  89888. getFacetDataParameters(): any;
  89889. /**
  89890. * Disables the feature FacetData and frees the related memory
  89891. * @returns the current mesh
  89892. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89893. */
  89894. disableFacetData(): AbstractMesh;
  89895. /**
  89896. * Updates the AbstractMesh indices array
  89897. * @param indices defines the data source
  89898. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89899. * @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)
  89900. * @returns the current mesh
  89901. */
  89902. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89903. /**
  89904. * Creates new normals data for the mesh
  89905. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  89906. * @returns the current mesh
  89907. */
  89908. createNormals(updatable: boolean): AbstractMesh;
  89909. /**
  89910. * Align the mesh with a normal
  89911. * @param normal defines the normal to use
  89912. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  89913. * @returns the current mesh
  89914. */
  89915. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  89916. /** @hidden */
  89917. _checkOcclusionQuery(): boolean;
  89918. /**
  89919. * Disables the mesh edge rendering mode
  89920. * @returns the currentAbstractMesh
  89921. */
  89922. disableEdgesRendering(): AbstractMesh;
  89923. /**
  89924. * Enables the edge rendering mode on the mesh.
  89925. * This mode makes the mesh edges visible
  89926. * @param epsilon defines the maximal distance between two angles to detect a face
  89927. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  89928. * @returns the currentAbstractMesh
  89929. * @see https://www.babylonjs-playground.com/#19O9TU#0
  89930. */
  89931. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  89932. }
  89933. }
  89934. declare module BABYLON {
  89935. /**
  89936. * Interface used to define ActionEvent
  89937. */
  89938. export interface IActionEvent {
  89939. /** The mesh or sprite that triggered the action */
  89940. source: any;
  89941. /** The X mouse cursor position at the time of the event */
  89942. pointerX: number;
  89943. /** The Y mouse cursor position at the time of the event */
  89944. pointerY: number;
  89945. /** The mesh that is currently pointed at (can be null) */
  89946. meshUnderPointer: Nullable<AbstractMesh>;
  89947. /** the original (browser) event that triggered the ActionEvent */
  89948. sourceEvent?: any;
  89949. /** additional data for the event */
  89950. additionalData?: any;
  89951. }
  89952. /**
  89953. * ActionEvent is the event being sent when an action is triggered.
  89954. */
  89955. export class ActionEvent implements IActionEvent {
  89956. /** The mesh or sprite that triggered the action */
  89957. source: any;
  89958. /** The X mouse cursor position at the time of the event */
  89959. pointerX: number;
  89960. /** The Y mouse cursor position at the time of the event */
  89961. pointerY: number;
  89962. /** The mesh that is currently pointed at (can be null) */
  89963. meshUnderPointer: Nullable<AbstractMesh>;
  89964. /** the original (browser) event that triggered the ActionEvent */
  89965. sourceEvent?: any;
  89966. /** additional data for the event */
  89967. additionalData?: any;
  89968. /**
  89969. * Creates a new ActionEvent
  89970. * @param source The mesh or sprite that triggered the action
  89971. * @param pointerX The X mouse cursor position at the time of the event
  89972. * @param pointerY The Y mouse cursor position at the time of the event
  89973. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  89974. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  89975. * @param additionalData additional data for the event
  89976. */
  89977. constructor(
  89978. /** The mesh or sprite that triggered the action */
  89979. source: any,
  89980. /** The X mouse cursor position at the time of the event */
  89981. pointerX: number,
  89982. /** The Y mouse cursor position at the time of the event */
  89983. pointerY: number,
  89984. /** The mesh that is currently pointed at (can be null) */
  89985. meshUnderPointer: Nullable<AbstractMesh>,
  89986. /** the original (browser) event that triggered the ActionEvent */
  89987. sourceEvent?: any,
  89988. /** additional data for the event */
  89989. additionalData?: any);
  89990. /**
  89991. * Helper function to auto-create an ActionEvent from a source mesh.
  89992. * @param source The source mesh that triggered the event
  89993. * @param evt The original (browser) event
  89994. * @param additionalData additional data for the event
  89995. * @returns the new ActionEvent
  89996. */
  89997. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  89998. /**
  89999. * Helper function to auto-create an ActionEvent from a source sprite
  90000. * @param source The source sprite that triggered the event
  90001. * @param scene Scene associated with the sprite
  90002. * @param evt The original (browser) event
  90003. * @param additionalData additional data for the event
  90004. * @returns the new ActionEvent
  90005. */
  90006. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90007. /**
  90008. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90009. * @param scene the scene where the event occurred
  90010. * @param evt The original (browser) event
  90011. * @returns the new ActionEvent
  90012. */
  90013. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90014. /**
  90015. * Helper function to auto-create an ActionEvent from a primitive
  90016. * @param prim defines the target primitive
  90017. * @param pointerPos defines the pointer position
  90018. * @param evt The original (browser) event
  90019. * @param additionalData additional data for the event
  90020. * @returns the new ActionEvent
  90021. */
  90022. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90023. }
  90024. }
  90025. declare module BABYLON {
  90026. /**
  90027. * Abstract class used to decouple action Manager from scene and meshes.
  90028. * Do not instantiate.
  90029. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90030. */
  90031. export abstract class AbstractActionManager implements IDisposable {
  90032. /** Gets the list of active triggers */
  90033. static Triggers: {
  90034. [key: string]: number;
  90035. };
  90036. /** Gets the cursor to use when hovering items */
  90037. hoverCursor: string;
  90038. /** Gets the list of actions */
  90039. actions: IAction[];
  90040. /**
  90041. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90042. */
  90043. isRecursive: boolean;
  90044. /**
  90045. * Releases all associated resources
  90046. */
  90047. abstract dispose(): void;
  90048. /**
  90049. * Does this action manager has pointer triggers
  90050. */
  90051. abstract readonly hasPointerTriggers: boolean;
  90052. /**
  90053. * Does this action manager has pick triggers
  90054. */
  90055. abstract readonly hasPickTriggers: boolean;
  90056. /**
  90057. * Process a specific trigger
  90058. * @param trigger defines the trigger to process
  90059. * @param evt defines the event details to be processed
  90060. */
  90061. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90062. /**
  90063. * Does this action manager handles actions of any of the given triggers
  90064. * @param triggers defines the triggers to be tested
  90065. * @return a boolean indicating whether one (or more) of the triggers is handled
  90066. */
  90067. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90068. /**
  90069. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90070. * speed.
  90071. * @param triggerA defines the trigger to be tested
  90072. * @param triggerB defines the trigger to be tested
  90073. * @return a boolean indicating whether one (or more) of the triggers is handled
  90074. */
  90075. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90076. /**
  90077. * Does this action manager handles actions of a given trigger
  90078. * @param trigger defines the trigger to be tested
  90079. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90080. * @return whether the trigger is handled
  90081. */
  90082. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90083. /**
  90084. * Serialize this manager to a JSON object
  90085. * @param name defines the property name to store this manager
  90086. * @returns a JSON representation of this manager
  90087. */
  90088. abstract serialize(name: string): any;
  90089. /**
  90090. * Registers an action to this action manager
  90091. * @param action defines the action to be registered
  90092. * @return the action amended (prepared) after registration
  90093. */
  90094. abstract registerAction(action: IAction): Nullable<IAction>;
  90095. /**
  90096. * Unregisters an action to this action manager
  90097. * @param action defines the action to be unregistered
  90098. * @return a boolean indicating whether the action has been unregistered
  90099. */
  90100. abstract unregisterAction(action: IAction): Boolean;
  90101. /**
  90102. * Does exist one action manager with at least one trigger
  90103. **/
  90104. static readonly HasTriggers: boolean;
  90105. /**
  90106. * Does exist one action manager with at least one pick trigger
  90107. **/
  90108. static readonly HasPickTriggers: boolean;
  90109. /**
  90110. * Does exist one action manager that handles actions of a given trigger
  90111. * @param trigger defines the trigger to be tested
  90112. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90113. **/
  90114. static HasSpecificTrigger(trigger: number): boolean;
  90115. }
  90116. }
  90117. declare module BABYLON {
  90118. /**
  90119. * Defines how a node can be built from a string name.
  90120. */
  90121. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90122. /**
  90123. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90124. */
  90125. export class Node implements IBehaviorAware<Node> {
  90126. /** @hidden */
  90127. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90128. private static _NodeConstructors;
  90129. /**
  90130. * Add a new node constructor
  90131. * @param type defines the type name of the node to construct
  90132. * @param constructorFunc defines the constructor function
  90133. */
  90134. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90135. /**
  90136. * Returns a node constructor based on type name
  90137. * @param type defines the type name
  90138. * @param name defines the new node name
  90139. * @param scene defines the hosting scene
  90140. * @param options defines optional options to transmit to constructors
  90141. * @returns the new constructor or null
  90142. */
  90143. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90144. /**
  90145. * Gets or sets the name of the node
  90146. */
  90147. name: string;
  90148. /**
  90149. * Gets or sets the id of the node
  90150. */
  90151. id: string;
  90152. /**
  90153. * Gets or sets the unique id of the node
  90154. */
  90155. uniqueId: number;
  90156. /**
  90157. * Gets or sets a string used to store user defined state for the node
  90158. */
  90159. state: string;
  90160. /**
  90161. * Gets or sets an object used to store user defined information for the node
  90162. */
  90163. metadata: any;
  90164. /**
  90165. * For internal use only. Please do not use.
  90166. */
  90167. reservedDataStore: any;
  90168. /**
  90169. * List of inspectable custom properties (used by the Inspector)
  90170. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90171. */
  90172. inspectableCustomProperties: IInspectable[];
  90173. /**
  90174. * Gets or sets a boolean used to define if the node must be serialized
  90175. */
  90176. doNotSerialize: boolean;
  90177. /** @hidden */
  90178. _isDisposed: boolean;
  90179. /**
  90180. * Gets a list of Animations associated with the node
  90181. */
  90182. animations: Animation[];
  90183. protected _ranges: {
  90184. [name: string]: Nullable<AnimationRange>;
  90185. };
  90186. /**
  90187. * Callback raised when the node is ready to be used
  90188. */
  90189. onReady: Nullable<(node: Node) => void>;
  90190. private _isEnabled;
  90191. private _isParentEnabled;
  90192. private _isReady;
  90193. /** @hidden */
  90194. _currentRenderId: number;
  90195. private _parentUpdateId;
  90196. /** @hidden */
  90197. _childUpdateId: number;
  90198. /** @hidden */
  90199. _waitingParentId: Nullable<string>;
  90200. /** @hidden */
  90201. _scene: Scene;
  90202. /** @hidden */
  90203. _cache: any;
  90204. private _parentNode;
  90205. private _children;
  90206. /** @hidden */
  90207. _worldMatrix: Matrix;
  90208. /** @hidden */
  90209. _worldMatrixDeterminant: number;
  90210. /** @hidden */
  90211. _worldMatrixDeterminantIsDirty: boolean;
  90212. /** @hidden */
  90213. private _sceneRootNodesIndex;
  90214. /**
  90215. * Gets a boolean indicating if the node has been disposed
  90216. * @returns true if the node was disposed
  90217. */
  90218. isDisposed(): boolean;
  90219. /**
  90220. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90221. * @see https://doc.babylonjs.com/how_to/parenting
  90222. */
  90223. parent: Nullable<Node>;
  90224. private addToSceneRootNodes;
  90225. private removeFromSceneRootNodes;
  90226. private _animationPropertiesOverride;
  90227. /**
  90228. * Gets or sets the animation properties override
  90229. */
  90230. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90231. /**
  90232. * Gets a string idenfifying the name of the class
  90233. * @returns "Node" string
  90234. */
  90235. getClassName(): string;
  90236. /** @hidden */
  90237. readonly _isNode: boolean;
  90238. /**
  90239. * An event triggered when the mesh is disposed
  90240. */
  90241. onDisposeObservable: Observable<Node>;
  90242. private _onDisposeObserver;
  90243. /**
  90244. * Sets a callback that will be raised when the node will be disposed
  90245. */
  90246. onDispose: () => void;
  90247. /**
  90248. * Creates a new Node
  90249. * @param name the name and id to be given to this node
  90250. * @param scene the scene this node will be added to
  90251. * @param addToRootNodes the node will be added to scene.rootNodes
  90252. */
  90253. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90254. /**
  90255. * Gets the scene of the node
  90256. * @returns a scene
  90257. */
  90258. getScene(): Scene;
  90259. /**
  90260. * Gets the engine of the node
  90261. * @returns a Engine
  90262. */
  90263. getEngine(): Engine;
  90264. private _behaviors;
  90265. /**
  90266. * Attach a behavior to the node
  90267. * @see http://doc.babylonjs.com/features/behaviour
  90268. * @param behavior defines the behavior to attach
  90269. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90270. * @returns the current Node
  90271. */
  90272. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90273. /**
  90274. * Remove an attached behavior
  90275. * @see http://doc.babylonjs.com/features/behaviour
  90276. * @param behavior defines the behavior to attach
  90277. * @returns the current Node
  90278. */
  90279. removeBehavior(behavior: Behavior<Node>): Node;
  90280. /**
  90281. * Gets the list of attached behaviors
  90282. * @see http://doc.babylonjs.com/features/behaviour
  90283. */
  90284. readonly behaviors: Behavior<Node>[];
  90285. /**
  90286. * Gets an attached behavior by name
  90287. * @param name defines the name of the behavior to look for
  90288. * @see http://doc.babylonjs.com/features/behaviour
  90289. * @returns null if behavior was not found else the requested behavior
  90290. */
  90291. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90292. /**
  90293. * Returns the latest update of the World matrix
  90294. * @returns a Matrix
  90295. */
  90296. getWorldMatrix(): Matrix;
  90297. /** @hidden */
  90298. _getWorldMatrixDeterminant(): number;
  90299. /**
  90300. * Returns directly the latest state of the mesh World matrix.
  90301. * A Matrix is returned.
  90302. */
  90303. readonly worldMatrixFromCache: Matrix;
  90304. /** @hidden */
  90305. _initCache(): void;
  90306. /** @hidden */
  90307. updateCache(force?: boolean): void;
  90308. /** @hidden */
  90309. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90310. /** @hidden */
  90311. _updateCache(ignoreParentClass?: boolean): void;
  90312. /** @hidden */
  90313. _isSynchronized(): boolean;
  90314. /** @hidden */
  90315. _markSyncedWithParent(): void;
  90316. /** @hidden */
  90317. isSynchronizedWithParent(): boolean;
  90318. /** @hidden */
  90319. isSynchronized(): boolean;
  90320. /**
  90321. * Is this node ready to be used/rendered
  90322. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90323. * @return true if the node is ready
  90324. */
  90325. isReady(completeCheck?: boolean): boolean;
  90326. /**
  90327. * Is this node enabled?
  90328. * 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
  90329. * @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
  90330. * @return whether this node (and its parent) is enabled
  90331. */
  90332. isEnabled(checkAncestors?: boolean): boolean;
  90333. /** @hidden */
  90334. protected _syncParentEnabledState(): void;
  90335. /**
  90336. * Set the enabled state of this node
  90337. * @param value defines the new enabled state
  90338. */
  90339. setEnabled(value: boolean): void;
  90340. /**
  90341. * Is this node a descendant of the given node?
  90342. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90343. * @param ancestor defines the parent node to inspect
  90344. * @returns a boolean indicating if this node is a descendant of the given node
  90345. */
  90346. isDescendantOf(ancestor: Node): boolean;
  90347. /** @hidden */
  90348. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90349. /**
  90350. * Will return all nodes that have this node as ascendant
  90351. * @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
  90352. * @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
  90353. * @return all children nodes of all types
  90354. */
  90355. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90356. /**
  90357. * Get all child-meshes of this node
  90358. * @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)
  90359. * @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
  90360. * @returns an array of AbstractMesh
  90361. */
  90362. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90363. /**
  90364. * Get all direct children of this node
  90365. * @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
  90366. * @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)
  90367. * @returns an array of Node
  90368. */
  90369. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90370. /** @hidden */
  90371. _setReady(state: boolean): void;
  90372. /**
  90373. * Get an animation by name
  90374. * @param name defines the name of the animation to look for
  90375. * @returns null if not found else the requested animation
  90376. */
  90377. getAnimationByName(name: string): Nullable<Animation>;
  90378. /**
  90379. * Creates an animation range for this node
  90380. * @param name defines the name of the range
  90381. * @param from defines the starting key
  90382. * @param to defines the end key
  90383. */
  90384. createAnimationRange(name: string, from: number, to: number): void;
  90385. /**
  90386. * Delete a specific animation range
  90387. * @param name defines the name of the range to delete
  90388. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90389. */
  90390. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90391. /**
  90392. * Get an animation range by name
  90393. * @param name defines the name of the animation range to look for
  90394. * @returns null if not found else the requested animation range
  90395. */
  90396. getAnimationRange(name: string): Nullable<AnimationRange>;
  90397. /**
  90398. * Gets the list of all animation ranges defined on this node
  90399. * @returns an array
  90400. */
  90401. getAnimationRanges(): Nullable<AnimationRange>[];
  90402. /**
  90403. * Will start the animation sequence
  90404. * @param name defines the range frames for animation sequence
  90405. * @param loop defines if the animation should loop (false by default)
  90406. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90407. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90408. * @returns the object created for this animation. If range does not exist, it will return null
  90409. */
  90410. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90411. /**
  90412. * Serialize animation ranges into a JSON compatible object
  90413. * @returns serialization object
  90414. */
  90415. serializeAnimationRanges(): any;
  90416. /**
  90417. * Computes the world matrix of the node
  90418. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90419. * @returns the world matrix
  90420. */
  90421. computeWorldMatrix(force?: boolean): Matrix;
  90422. /**
  90423. * Releases resources associated with this node.
  90424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90426. */
  90427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90428. /**
  90429. * Parse animation range data from a serialization object and store them into a given node
  90430. * @param node defines where to store the animation ranges
  90431. * @param parsedNode defines the serialization object to read data from
  90432. * @param scene defines the hosting scene
  90433. */
  90434. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90435. /**
  90436. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90437. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90438. * @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
  90439. * @returns the new bounding vectors
  90440. */
  90441. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90442. min: Vector3;
  90443. max: Vector3;
  90444. };
  90445. }
  90446. }
  90447. declare module BABYLON {
  90448. /**
  90449. * @hidden
  90450. */
  90451. export class _IAnimationState {
  90452. key: number;
  90453. repeatCount: number;
  90454. workValue?: any;
  90455. loopMode?: number;
  90456. offsetValue?: any;
  90457. highLimitValue?: any;
  90458. }
  90459. /**
  90460. * Class used to store any kind of animation
  90461. */
  90462. export class Animation {
  90463. /**Name of the animation */
  90464. name: string;
  90465. /**Property to animate */
  90466. targetProperty: string;
  90467. /**The frames per second of the animation */
  90468. framePerSecond: number;
  90469. /**The data type of the animation */
  90470. dataType: number;
  90471. /**The loop mode of the animation */
  90472. loopMode?: number | undefined;
  90473. /**Specifies if blending should be enabled */
  90474. enableBlending?: boolean | undefined;
  90475. /**
  90476. * Use matrix interpolation instead of using direct key value when animating matrices
  90477. */
  90478. static AllowMatricesInterpolation: boolean;
  90479. /**
  90480. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90481. */
  90482. static AllowMatrixDecomposeForInterpolation: boolean;
  90483. /**
  90484. * Stores the key frames of the animation
  90485. */
  90486. private _keys;
  90487. /**
  90488. * Stores the easing function of the animation
  90489. */
  90490. private _easingFunction;
  90491. /**
  90492. * @hidden Internal use only
  90493. */
  90494. _runtimeAnimations: RuntimeAnimation[];
  90495. /**
  90496. * The set of event that will be linked to this animation
  90497. */
  90498. private _events;
  90499. /**
  90500. * Stores an array of target property paths
  90501. */
  90502. targetPropertyPath: string[];
  90503. /**
  90504. * Stores the blending speed of the animation
  90505. */
  90506. blendingSpeed: number;
  90507. /**
  90508. * Stores the animation ranges for the animation
  90509. */
  90510. private _ranges;
  90511. /**
  90512. * @hidden Internal use
  90513. */
  90514. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90515. /**
  90516. * Sets up an animation
  90517. * @param property The property to animate
  90518. * @param animationType The animation type to apply
  90519. * @param framePerSecond The frames per second of the animation
  90520. * @param easingFunction The easing function used in the animation
  90521. * @returns The created animation
  90522. */
  90523. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90524. /**
  90525. * Create and start an animation on a node
  90526. * @param name defines the name of the global animation that will be run on all nodes
  90527. * @param node defines the root node where the animation will take place
  90528. * @param targetProperty defines property to animate
  90529. * @param framePerSecond defines the number of frame per second yo use
  90530. * @param totalFrame defines the number of frames in total
  90531. * @param from defines the initial value
  90532. * @param to defines the final value
  90533. * @param loopMode defines which loop mode you want to use (off by default)
  90534. * @param easingFunction defines the easing function to use (linear by default)
  90535. * @param onAnimationEnd defines the callback to call when animation end
  90536. * @returns the animatable created for this animation
  90537. */
  90538. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90539. /**
  90540. * Create and start an animation on a node and its descendants
  90541. * @param name defines the name of the global animation that will be run on all nodes
  90542. * @param node defines the root node where the animation will take place
  90543. * @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
  90544. * @param targetProperty defines property to animate
  90545. * @param framePerSecond defines the number of frame per second to use
  90546. * @param totalFrame defines the number of frames in total
  90547. * @param from defines the initial value
  90548. * @param to defines the final value
  90549. * @param loopMode defines which loop mode you want to use (off by default)
  90550. * @param easingFunction defines the easing function to use (linear by default)
  90551. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90552. * @returns the list of animatables created for all nodes
  90553. * @example https://www.babylonjs-playground.com/#MH0VLI
  90554. */
  90555. 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[]>;
  90556. /**
  90557. * Creates a new animation, merges it with the existing animations and starts it
  90558. * @param name Name of the animation
  90559. * @param node Node which contains the scene that begins the animations
  90560. * @param targetProperty Specifies which property to animate
  90561. * @param framePerSecond The frames per second of the animation
  90562. * @param totalFrame The total number of frames
  90563. * @param from The frame at the beginning of the animation
  90564. * @param to The frame at the end of the animation
  90565. * @param loopMode Specifies the loop mode of the animation
  90566. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90567. * @param onAnimationEnd Callback to run once the animation is complete
  90568. * @returns Nullable animation
  90569. */
  90570. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90571. /**
  90572. * Transition property of an host to the target Value
  90573. * @param property The property to transition
  90574. * @param targetValue The target Value of the property
  90575. * @param host The object where the property to animate belongs
  90576. * @param scene Scene used to run the animation
  90577. * @param frameRate Framerate (in frame/s) to use
  90578. * @param transition The transition type we want to use
  90579. * @param duration The duration of the animation, in milliseconds
  90580. * @param onAnimationEnd Callback trigger at the end of the animation
  90581. * @returns Nullable animation
  90582. */
  90583. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90584. /**
  90585. * Return the array of runtime animations currently using this animation
  90586. */
  90587. readonly runtimeAnimations: RuntimeAnimation[];
  90588. /**
  90589. * Specifies if any of the runtime animations are currently running
  90590. */
  90591. readonly hasRunningRuntimeAnimations: boolean;
  90592. /**
  90593. * Initializes the animation
  90594. * @param name Name of the animation
  90595. * @param targetProperty Property to animate
  90596. * @param framePerSecond The frames per second of the animation
  90597. * @param dataType The data type of the animation
  90598. * @param loopMode The loop mode of the animation
  90599. * @param enableBlending Specifies if blending should be enabled
  90600. */
  90601. constructor(
  90602. /**Name of the animation */
  90603. name: string,
  90604. /**Property to animate */
  90605. targetProperty: string,
  90606. /**The frames per second of the animation */
  90607. framePerSecond: number,
  90608. /**The data type of the animation */
  90609. dataType: number,
  90610. /**The loop mode of the animation */
  90611. loopMode?: number | undefined,
  90612. /**Specifies if blending should be enabled */
  90613. enableBlending?: boolean | undefined);
  90614. /**
  90615. * Converts the animation to a string
  90616. * @param fullDetails support for multiple levels of logging within scene loading
  90617. * @returns String form of the animation
  90618. */
  90619. toString(fullDetails?: boolean): string;
  90620. /**
  90621. * Add an event to this animation
  90622. * @param event Event to add
  90623. */
  90624. addEvent(event: AnimationEvent): void;
  90625. /**
  90626. * Remove all events found at the given frame
  90627. * @param frame The frame to remove events from
  90628. */
  90629. removeEvents(frame: number): void;
  90630. /**
  90631. * Retrieves all the events from the animation
  90632. * @returns Events from the animation
  90633. */
  90634. getEvents(): AnimationEvent[];
  90635. /**
  90636. * Creates an animation range
  90637. * @param name Name of the animation range
  90638. * @param from Starting frame of the animation range
  90639. * @param to Ending frame of the animation
  90640. */
  90641. createRange(name: string, from: number, to: number): void;
  90642. /**
  90643. * Deletes an animation range by name
  90644. * @param name Name of the animation range to delete
  90645. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90646. */
  90647. deleteRange(name: string, deleteFrames?: boolean): void;
  90648. /**
  90649. * Gets the animation range by name, or null if not defined
  90650. * @param name Name of the animation range
  90651. * @returns Nullable animation range
  90652. */
  90653. getRange(name: string): Nullable<AnimationRange>;
  90654. /**
  90655. * Gets the key frames from the animation
  90656. * @returns The key frames of the animation
  90657. */
  90658. getKeys(): Array<IAnimationKey>;
  90659. /**
  90660. * Gets the highest frame rate of the animation
  90661. * @returns Highest frame rate of the animation
  90662. */
  90663. getHighestFrame(): number;
  90664. /**
  90665. * Gets the easing function of the animation
  90666. * @returns Easing function of the animation
  90667. */
  90668. getEasingFunction(): IEasingFunction;
  90669. /**
  90670. * Sets the easing function of the animation
  90671. * @param easingFunction A custom mathematical formula for animation
  90672. */
  90673. setEasingFunction(easingFunction: EasingFunction): void;
  90674. /**
  90675. * Interpolates a scalar linearly
  90676. * @param startValue Start value of the animation curve
  90677. * @param endValue End value of the animation curve
  90678. * @param gradient Scalar amount to interpolate
  90679. * @returns Interpolated scalar value
  90680. */
  90681. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90682. /**
  90683. * Interpolates a scalar cubically
  90684. * @param startValue Start value of the animation curve
  90685. * @param outTangent End tangent of the animation
  90686. * @param endValue End value of the animation curve
  90687. * @param inTangent Start tangent of the animation curve
  90688. * @param gradient Scalar amount to interpolate
  90689. * @returns Interpolated scalar value
  90690. */
  90691. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90692. /**
  90693. * Interpolates a quaternion using a spherical linear interpolation
  90694. * @param startValue Start value of the animation curve
  90695. * @param endValue End value of the animation curve
  90696. * @param gradient Scalar amount to interpolate
  90697. * @returns Interpolated quaternion value
  90698. */
  90699. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90700. /**
  90701. * Interpolates a quaternion cubically
  90702. * @param startValue Start value of the animation curve
  90703. * @param outTangent End tangent of the animation curve
  90704. * @param endValue End value of the animation curve
  90705. * @param inTangent Start tangent of the animation curve
  90706. * @param gradient Scalar amount to interpolate
  90707. * @returns Interpolated quaternion value
  90708. */
  90709. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90710. /**
  90711. * Interpolates a Vector3 linearl
  90712. * @param startValue Start value of the animation curve
  90713. * @param endValue End value of the animation curve
  90714. * @param gradient Scalar amount to interpolate
  90715. * @returns Interpolated scalar value
  90716. */
  90717. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90718. /**
  90719. * Interpolates a Vector3 cubically
  90720. * @param startValue Start value of the animation curve
  90721. * @param outTangent End tangent of the animation
  90722. * @param endValue End value of the animation curve
  90723. * @param inTangent Start tangent of the animation curve
  90724. * @param gradient Scalar amount to interpolate
  90725. * @returns InterpolatedVector3 value
  90726. */
  90727. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90728. /**
  90729. * Interpolates a Vector2 linearly
  90730. * @param startValue Start value of the animation curve
  90731. * @param endValue End value of the animation curve
  90732. * @param gradient Scalar amount to interpolate
  90733. * @returns Interpolated Vector2 value
  90734. */
  90735. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90736. /**
  90737. * Interpolates a Vector2 cubically
  90738. * @param startValue Start value of the animation curve
  90739. * @param outTangent End tangent of the animation
  90740. * @param endValue End value of the animation curve
  90741. * @param inTangent Start tangent of the animation curve
  90742. * @param gradient Scalar amount to interpolate
  90743. * @returns Interpolated Vector2 value
  90744. */
  90745. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  90746. /**
  90747. * Interpolates a size linearly
  90748. * @param startValue Start value of the animation curve
  90749. * @param endValue End value of the animation curve
  90750. * @param gradient Scalar amount to interpolate
  90751. * @returns Interpolated Size value
  90752. */
  90753. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  90754. /**
  90755. * Interpolates a Color3 linearly
  90756. * @param startValue Start value of the animation curve
  90757. * @param endValue End value of the animation curve
  90758. * @param gradient Scalar amount to interpolate
  90759. * @returns Interpolated Color3 value
  90760. */
  90761. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  90762. /**
  90763. * @hidden Internal use only
  90764. */
  90765. _getKeyValue(value: any): any;
  90766. /**
  90767. * @hidden Internal use only
  90768. */
  90769. _interpolate(currentFrame: number, state: _IAnimationState): any;
  90770. /**
  90771. * Defines the function to use to interpolate matrices
  90772. * @param startValue defines the start matrix
  90773. * @param endValue defines the end matrix
  90774. * @param gradient defines the gradient between both matrices
  90775. * @param result defines an optional target matrix where to store the interpolation
  90776. * @returns the interpolated matrix
  90777. */
  90778. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  90779. /**
  90780. * Makes a copy of the animation
  90781. * @returns Cloned animation
  90782. */
  90783. clone(): Animation;
  90784. /**
  90785. * Sets the key frames of the animation
  90786. * @param values The animation key frames to set
  90787. */
  90788. setKeys(values: Array<IAnimationKey>): void;
  90789. /**
  90790. * Serializes the animation to an object
  90791. * @returns Serialized object
  90792. */
  90793. serialize(): any;
  90794. /**
  90795. * Float animation type
  90796. */
  90797. private static _ANIMATIONTYPE_FLOAT;
  90798. /**
  90799. * Vector3 animation type
  90800. */
  90801. private static _ANIMATIONTYPE_VECTOR3;
  90802. /**
  90803. * Quaternion animation type
  90804. */
  90805. private static _ANIMATIONTYPE_QUATERNION;
  90806. /**
  90807. * Matrix animation type
  90808. */
  90809. private static _ANIMATIONTYPE_MATRIX;
  90810. /**
  90811. * Color3 animation type
  90812. */
  90813. private static _ANIMATIONTYPE_COLOR3;
  90814. /**
  90815. * Vector2 animation type
  90816. */
  90817. private static _ANIMATIONTYPE_VECTOR2;
  90818. /**
  90819. * Size animation type
  90820. */
  90821. private static _ANIMATIONTYPE_SIZE;
  90822. /**
  90823. * Relative Loop Mode
  90824. */
  90825. private static _ANIMATIONLOOPMODE_RELATIVE;
  90826. /**
  90827. * Cycle Loop Mode
  90828. */
  90829. private static _ANIMATIONLOOPMODE_CYCLE;
  90830. /**
  90831. * Constant Loop Mode
  90832. */
  90833. private static _ANIMATIONLOOPMODE_CONSTANT;
  90834. /**
  90835. * Get the float animation type
  90836. */
  90837. static readonly ANIMATIONTYPE_FLOAT: number;
  90838. /**
  90839. * Get the Vector3 animation type
  90840. */
  90841. static readonly ANIMATIONTYPE_VECTOR3: number;
  90842. /**
  90843. * Get the Vector2 animation type
  90844. */
  90845. static readonly ANIMATIONTYPE_VECTOR2: number;
  90846. /**
  90847. * Get the Size animation type
  90848. */
  90849. static readonly ANIMATIONTYPE_SIZE: number;
  90850. /**
  90851. * Get the Quaternion animation type
  90852. */
  90853. static readonly ANIMATIONTYPE_QUATERNION: number;
  90854. /**
  90855. * Get the Matrix animation type
  90856. */
  90857. static readonly ANIMATIONTYPE_MATRIX: number;
  90858. /**
  90859. * Get the Color3 animation type
  90860. */
  90861. static readonly ANIMATIONTYPE_COLOR3: number;
  90862. /**
  90863. * Get the Relative Loop Mode
  90864. */
  90865. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  90866. /**
  90867. * Get the Cycle Loop Mode
  90868. */
  90869. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  90870. /**
  90871. * Get the Constant Loop Mode
  90872. */
  90873. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  90874. /** @hidden */
  90875. static _UniversalLerp(left: any, right: any, amount: number): any;
  90876. /**
  90877. * Parses an animation object and creates an animation
  90878. * @param parsedAnimation Parsed animation object
  90879. * @returns Animation object
  90880. */
  90881. static Parse(parsedAnimation: any): Animation;
  90882. /**
  90883. * Appends the serialized animations from the source animations
  90884. * @param source Source containing the animations
  90885. * @param destination Target to store the animations
  90886. */
  90887. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90888. }
  90889. }
  90890. declare module BABYLON {
  90891. /**
  90892. * Interface containing an array of animations
  90893. */
  90894. export interface IAnimatable {
  90895. /**
  90896. * Array of animations
  90897. */
  90898. animations: Nullable<Array<Animation>>;
  90899. }
  90900. }
  90901. declare module BABYLON {
  90902. /**
  90903. * This represents all the required information to add a fresnel effect on a material:
  90904. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  90905. */
  90906. export class FresnelParameters {
  90907. private _isEnabled;
  90908. /**
  90909. * Define if the fresnel effect is enable or not.
  90910. */
  90911. isEnabled: boolean;
  90912. /**
  90913. * Define the color used on edges (grazing angle)
  90914. */
  90915. leftColor: Color3;
  90916. /**
  90917. * Define the color used on center
  90918. */
  90919. rightColor: Color3;
  90920. /**
  90921. * Define bias applied to computed fresnel term
  90922. */
  90923. bias: number;
  90924. /**
  90925. * Defined the power exponent applied to fresnel term
  90926. */
  90927. power: number;
  90928. /**
  90929. * Clones the current fresnel and its valuues
  90930. * @returns a clone fresnel configuration
  90931. */
  90932. clone(): FresnelParameters;
  90933. /**
  90934. * Serializes the current fresnel parameters to a JSON representation.
  90935. * @return the JSON serialization
  90936. */
  90937. serialize(): any;
  90938. /**
  90939. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  90940. * @param parsedFresnelParameters Define the JSON representation
  90941. * @returns the parsed parameters
  90942. */
  90943. static Parse(parsedFresnelParameters: any): FresnelParameters;
  90944. }
  90945. }
  90946. declare module BABYLON {
  90947. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  90948. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90949. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90950. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90951. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90952. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90953. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90954. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90955. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90956. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90957. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90958. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90959. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90960. /**
  90961. * Decorator used to define property that can be serialized as reference to a camera
  90962. * @param sourceName defines the name of the property to decorate
  90963. */
  90964. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90965. /**
  90966. * Class used to help serialization objects
  90967. */
  90968. export class SerializationHelper {
  90969. /** @hidden */
  90970. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  90971. /** @hidden */
  90972. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  90973. /** @hidden */
  90974. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  90975. /** @hidden */
  90976. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  90977. /**
  90978. * Appends the serialized animations from the source animations
  90979. * @param source Source containing the animations
  90980. * @param destination Target to store the animations
  90981. */
  90982. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90983. /**
  90984. * Static function used to serialized a specific entity
  90985. * @param entity defines the entity to serialize
  90986. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  90987. * @returns a JSON compatible object representing the serialization of the entity
  90988. */
  90989. static Serialize<T>(entity: T, serializationObject?: any): any;
  90990. /**
  90991. * Creates a new entity from a serialization data object
  90992. * @param creationFunction defines a function used to instanciated the new entity
  90993. * @param source defines the source serialization data
  90994. * @param scene defines the hosting scene
  90995. * @param rootUrl defines the root url for resources
  90996. * @returns a new entity
  90997. */
  90998. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  90999. /**
  91000. * Clones an object
  91001. * @param creationFunction defines the function used to instanciate the new object
  91002. * @param source defines the source object
  91003. * @returns the cloned object
  91004. */
  91005. static Clone<T>(creationFunction: () => T, source: T): T;
  91006. /**
  91007. * Instanciates a new object based on a source one (some data will be shared between both object)
  91008. * @param creationFunction defines the function used to instanciate the new object
  91009. * @param source defines the source object
  91010. * @returns the new object
  91011. */
  91012. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91013. }
  91014. }
  91015. declare module BABYLON {
  91016. /**
  91017. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91018. */
  91019. export interface CubeMapInfo {
  91020. /**
  91021. * The pixel array for the front face.
  91022. * This is stored in format, left to right, up to down format.
  91023. */
  91024. front: Nullable<ArrayBufferView>;
  91025. /**
  91026. * The pixel array for the back face.
  91027. * This is stored in format, left to right, up to down format.
  91028. */
  91029. back: Nullable<ArrayBufferView>;
  91030. /**
  91031. * The pixel array for the left face.
  91032. * This is stored in format, left to right, up to down format.
  91033. */
  91034. left: Nullable<ArrayBufferView>;
  91035. /**
  91036. * The pixel array for the right face.
  91037. * This is stored in format, left to right, up to down format.
  91038. */
  91039. right: Nullable<ArrayBufferView>;
  91040. /**
  91041. * The pixel array for the up face.
  91042. * This is stored in format, left to right, up to down format.
  91043. */
  91044. up: Nullable<ArrayBufferView>;
  91045. /**
  91046. * The pixel array for the down face.
  91047. * This is stored in format, left to right, up to down format.
  91048. */
  91049. down: Nullable<ArrayBufferView>;
  91050. /**
  91051. * The size of the cubemap stored.
  91052. *
  91053. * Each faces will be size * size pixels.
  91054. */
  91055. size: number;
  91056. /**
  91057. * The format of the texture.
  91058. *
  91059. * RGBA, RGB.
  91060. */
  91061. format: number;
  91062. /**
  91063. * The type of the texture data.
  91064. *
  91065. * UNSIGNED_INT, FLOAT.
  91066. */
  91067. type: number;
  91068. /**
  91069. * Specifies whether the texture is in gamma space.
  91070. */
  91071. gammaSpace: boolean;
  91072. }
  91073. /**
  91074. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91075. */
  91076. export class PanoramaToCubeMapTools {
  91077. private static FACE_FRONT;
  91078. private static FACE_BACK;
  91079. private static FACE_RIGHT;
  91080. private static FACE_LEFT;
  91081. private static FACE_DOWN;
  91082. private static FACE_UP;
  91083. /**
  91084. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91085. *
  91086. * @param float32Array The source data.
  91087. * @param inputWidth The width of the input panorama.
  91088. * @param inputHeight The height of the input panorama.
  91089. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91090. * @return The cubemap data
  91091. */
  91092. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91093. private static CreateCubemapTexture;
  91094. private static CalcProjectionSpherical;
  91095. }
  91096. }
  91097. declare module BABYLON {
  91098. /**
  91099. * Helper class dealing with the extraction of spherical polynomial dataArray
  91100. * from a cube map.
  91101. */
  91102. export class CubeMapToSphericalPolynomialTools {
  91103. private static FileFaces;
  91104. /**
  91105. * Converts a texture to the according Spherical Polynomial data.
  91106. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91107. *
  91108. * @param texture The texture to extract the information from.
  91109. * @return The Spherical Polynomial data.
  91110. */
  91111. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91112. /**
  91113. * Converts a cubemap to the according Spherical Polynomial data.
  91114. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91115. *
  91116. * @param cubeInfo The Cube map to extract the information from.
  91117. * @return The Spherical Polynomial data.
  91118. */
  91119. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91120. }
  91121. }
  91122. declare module BABYLON {
  91123. /**
  91124. * Class used to manipulate GUIDs
  91125. */
  91126. export class GUID {
  91127. /**
  91128. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91129. * Be aware Math.random() could cause collisions, but:
  91130. * "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"
  91131. * @returns a pseudo random id
  91132. */
  91133. static RandomId(): string;
  91134. }
  91135. }
  91136. declare module BABYLON {
  91137. /**
  91138. * Base class of all the textures in babylon.
  91139. * It groups all the common properties the materials, post process, lights... might need
  91140. * in order to make a correct use of the texture.
  91141. */
  91142. export class BaseTexture implements IAnimatable {
  91143. /**
  91144. * Default anisotropic filtering level for the application.
  91145. * It is set to 4 as a good tradeoff between perf and quality.
  91146. */
  91147. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91148. /**
  91149. * Gets or sets the unique id of the texture
  91150. */
  91151. uniqueId: number;
  91152. /**
  91153. * Define the name of the texture.
  91154. */
  91155. name: string;
  91156. /**
  91157. * Gets or sets an object used to store user defined information.
  91158. */
  91159. metadata: any;
  91160. /**
  91161. * For internal use only. Please do not use.
  91162. */
  91163. reservedDataStore: any;
  91164. private _hasAlpha;
  91165. /**
  91166. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91167. */
  91168. hasAlpha: boolean;
  91169. /**
  91170. * Defines if the alpha value should be determined via the rgb values.
  91171. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91172. */
  91173. getAlphaFromRGB: boolean;
  91174. /**
  91175. * Intensity or strength of the texture.
  91176. * It is commonly used by materials to fine tune the intensity of the texture
  91177. */
  91178. level: number;
  91179. /**
  91180. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91181. * This is part of the texture as textures usually maps to one uv set.
  91182. */
  91183. coordinatesIndex: number;
  91184. private _coordinatesMode;
  91185. /**
  91186. * How a texture is mapped.
  91187. *
  91188. * | Value | Type | Description |
  91189. * | ----- | ----------------------------------- | ----------- |
  91190. * | 0 | EXPLICIT_MODE | |
  91191. * | 1 | SPHERICAL_MODE | |
  91192. * | 2 | PLANAR_MODE | |
  91193. * | 3 | CUBIC_MODE | |
  91194. * | 4 | PROJECTION_MODE | |
  91195. * | 5 | SKYBOX_MODE | |
  91196. * | 6 | INVCUBIC_MODE | |
  91197. * | 7 | EQUIRECTANGULAR_MODE | |
  91198. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91199. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91200. */
  91201. coordinatesMode: number;
  91202. /**
  91203. * | Value | Type | Description |
  91204. * | ----- | ------------------ | ----------- |
  91205. * | 0 | CLAMP_ADDRESSMODE | |
  91206. * | 1 | WRAP_ADDRESSMODE | |
  91207. * | 2 | MIRROR_ADDRESSMODE | |
  91208. */
  91209. wrapU: number;
  91210. /**
  91211. * | Value | Type | Description |
  91212. * | ----- | ------------------ | ----------- |
  91213. * | 0 | CLAMP_ADDRESSMODE | |
  91214. * | 1 | WRAP_ADDRESSMODE | |
  91215. * | 2 | MIRROR_ADDRESSMODE | |
  91216. */
  91217. wrapV: number;
  91218. /**
  91219. * | Value | Type | Description |
  91220. * | ----- | ------------------ | ----------- |
  91221. * | 0 | CLAMP_ADDRESSMODE | |
  91222. * | 1 | WRAP_ADDRESSMODE | |
  91223. * | 2 | MIRROR_ADDRESSMODE | |
  91224. */
  91225. wrapR: number;
  91226. /**
  91227. * With compliant hardware and browser (supporting anisotropic filtering)
  91228. * this defines the level of anisotropic filtering in the texture.
  91229. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91230. */
  91231. anisotropicFilteringLevel: number;
  91232. /**
  91233. * Define if the texture is a cube texture or if false a 2d texture.
  91234. */
  91235. isCube: boolean;
  91236. /**
  91237. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91238. */
  91239. is3D: boolean;
  91240. /**
  91241. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91242. * HDR texture are usually stored in linear space.
  91243. * This only impacts the PBR and Background materials
  91244. */
  91245. gammaSpace: boolean;
  91246. /**
  91247. * Gets whether or not the texture contains RGBD data.
  91248. */
  91249. readonly isRGBD: boolean;
  91250. /**
  91251. * Is Z inverted in the texture (useful in a cube texture).
  91252. */
  91253. invertZ: boolean;
  91254. /**
  91255. * Are mip maps generated for this texture or not.
  91256. */
  91257. readonly noMipmap: boolean;
  91258. /**
  91259. * @hidden
  91260. */
  91261. lodLevelInAlpha: boolean;
  91262. /**
  91263. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91264. */
  91265. lodGenerationOffset: number;
  91266. /**
  91267. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91268. */
  91269. lodGenerationScale: number;
  91270. /**
  91271. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91272. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91273. * average roughness values.
  91274. */
  91275. linearSpecularLOD: boolean;
  91276. /**
  91277. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91278. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91279. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91280. */
  91281. irradianceTexture: Nullable<BaseTexture>;
  91282. /**
  91283. * Define if the texture is a render target.
  91284. */
  91285. isRenderTarget: boolean;
  91286. /**
  91287. * Define the unique id of the texture in the scene.
  91288. */
  91289. readonly uid: string;
  91290. /**
  91291. * Return a string representation of the texture.
  91292. * @returns the texture as a string
  91293. */
  91294. toString(): string;
  91295. /**
  91296. * Get the class name of the texture.
  91297. * @returns "BaseTexture"
  91298. */
  91299. getClassName(): string;
  91300. /**
  91301. * Define the list of animation attached to the texture.
  91302. */
  91303. animations: Animation[];
  91304. /**
  91305. * An event triggered when the texture is disposed.
  91306. */
  91307. onDisposeObservable: Observable<BaseTexture>;
  91308. private _onDisposeObserver;
  91309. /**
  91310. * Callback triggered when the texture has been disposed.
  91311. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91312. */
  91313. onDispose: () => void;
  91314. /**
  91315. * Define the current state of the loading sequence when in delayed load mode.
  91316. */
  91317. delayLoadState: number;
  91318. private _scene;
  91319. /** @hidden */
  91320. _texture: Nullable<InternalTexture>;
  91321. private _uid;
  91322. /**
  91323. * Define if the texture is preventinga material to render or not.
  91324. * If not and the texture is not ready, the engine will use a default black texture instead.
  91325. */
  91326. readonly isBlocking: boolean;
  91327. /**
  91328. * Instantiates a new BaseTexture.
  91329. * Base class of all the textures in babylon.
  91330. * It groups all the common properties the materials, post process, lights... might need
  91331. * in order to make a correct use of the texture.
  91332. * @param scene Define the scene the texture blongs to
  91333. */
  91334. constructor(scene: Nullable<Scene>);
  91335. /**
  91336. * Get the scene the texture belongs to.
  91337. * @returns the scene or null if undefined
  91338. */
  91339. getScene(): Nullable<Scene>;
  91340. /**
  91341. * Get the texture transform matrix used to offset tile the texture for istance.
  91342. * @returns the transformation matrix
  91343. */
  91344. getTextureMatrix(): Matrix;
  91345. /**
  91346. * Get the texture reflection matrix used to rotate/transform the reflection.
  91347. * @returns the reflection matrix
  91348. */
  91349. getReflectionTextureMatrix(): Matrix;
  91350. /**
  91351. * Get the underlying lower level texture from Babylon.
  91352. * @returns the insternal texture
  91353. */
  91354. getInternalTexture(): Nullable<InternalTexture>;
  91355. /**
  91356. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91357. * @returns true if ready or not blocking
  91358. */
  91359. isReadyOrNotBlocking(): boolean;
  91360. /**
  91361. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91362. * @returns true if fully ready
  91363. */
  91364. isReady(): boolean;
  91365. private _cachedSize;
  91366. /**
  91367. * Get the size of the texture.
  91368. * @returns the texture size.
  91369. */
  91370. getSize(): ISize;
  91371. /**
  91372. * Get the base size of the texture.
  91373. * It can be different from the size if the texture has been resized for POT for instance
  91374. * @returns the base size
  91375. */
  91376. getBaseSize(): ISize;
  91377. /**
  91378. * Update the sampling mode of the texture.
  91379. * Default is Trilinear mode.
  91380. *
  91381. * | Value | Type | Description |
  91382. * | ----- | ------------------ | ----------- |
  91383. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91384. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91385. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91386. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91387. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91388. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91389. * | 7 | NEAREST_LINEAR | |
  91390. * | 8 | NEAREST_NEAREST | |
  91391. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91392. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91393. * | 11 | LINEAR_LINEAR | |
  91394. * | 12 | LINEAR_NEAREST | |
  91395. *
  91396. * > _mag_: magnification filter (close to the viewer)
  91397. * > _min_: minification filter (far from the viewer)
  91398. * > _mip_: filter used between mip map levels
  91399. *@param samplingMode Define the new sampling mode of the texture
  91400. */
  91401. updateSamplingMode(samplingMode: number): void;
  91402. /**
  91403. * Scales the texture if is `canRescale()`
  91404. * @param ratio the resize factor we want to use to rescale
  91405. */
  91406. scale(ratio: number): void;
  91407. /**
  91408. * Get if the texture can rescale.
  91409. */
  91410. readonly canRescale: boolean;
  91411. /** @hidden */
  91412. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91413. /** @hidden */
  91414. _rebuild(): void;
  91415. /**
  91416. * Triggers the load sequence in delayed load mode.
  91417. */
  91418. delayLoad(): void;
  91419. /**
  91420. * Clones the texture.
  91421. * @returns the cloned texture
  91422. */
  91423. clone(): Nullable<BaseTexture>;
  91424. /**
  91425. * Get the texture underlying type (INT, FLOAT...)
  91426. */
  91427. readonly textureType: number;
  91428. /**
  91429. * Get the texture underlying format (RGB, RGBA...)
  91430. */
  91431. readonly textureFormat: number;
  91432. /**
  91433. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91434. * This will returns an RGBA array buffer containing either in values (0-255) or
  91435. * float values (0-1) depending of the underlying buffer type.
  91436. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91437. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91438. * @param buffer defines a user defined buffer to fill with data (can be null)
  91439. * @returns The Array buffer containing the pixels data.
  91440. */
  91441. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91442. /**
  91443. * Release and destroy the underlying lower level texture aka internalTexture.
  91444. */
  91445. releaseInternalTexture(): void;
  91446. /**
  91447. * Get the polynomial representation of the texture data.
  91448. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91449. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91450. */
  91451. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91452. /** @hidden */
  91453. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91454. /** @hidden */
  91455. readonly _lodTextureMid: Nullable<BaseTexture>;
  91456. /** @hidden */
  91457. readonly _lodTextureLow: Nullable<BaseTexture>;
  91458. /**
  91459. * Dispose the texture and release its associated resources.
  91460. */
  91461. dispose(): void;
  91462. /**
  91463. * Serialize the texture into a JSON representation that can be parsed later on.
  91464. * @returns the JSON representation of the texture
  91465. */
  91466. serialize(): any;
  91467. /**
  91468. * Helper function to be called back once a list of texture contains only ready textures.
  91469. * @param textures Define the list of textures to wait for
  91470. * @param callback Define the callback triggered once the entire list will be ready
  91471. */
  91472. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91473. }
  91474. }
  91475. declare module BABYLON {
  91476. /**
  91477. * Class used to store data associated with WebGL texture data for the engine
  91478. * This class should not be used directly
  91479. */
  91480. export class InternalTexture {
  91481. /** @hidden */
  91482. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91483. /**
  91484. * The source of the texture data is unknown
  91485. */
  91486. static DATASOURCE_UNKNOWN: number;
  91487. /**
  91488. * Texture data comes from an URL
  91489. */
  91490. static DATASOURCE_URL: number;
  91491. /**
  91492. * Texture data is only used for temporary storage
  91493. */
  91494. static DATASOURCE_TEMP: number;
  91495. /**
  91496. * Texture data comes from raw data (ArrayBuffer)
  91497. */
  91498. static DATASOURCE_RAW: number;
  91499. /**
  91500. * Texture content is dynamic (video or dynamic texture)
  91501. */
  91502. static DATASOURCE_DYNAMIC: number;
  91503. /**
  91504. * Texture content is generated by rendering to it
  91505. */
  91506. static DATASOURCE_RENDERTARGET: number;
  91507. /**
  91508. * Texture content is part of a multi render target process
  91509. */
  91510. static DATASOURCE_MULTIRENDERTARGET: number;
  91511. /**
  91512. * Texture data comes from a cube data file
  91513. */
  91514. static DATASOURCE_CUBE: number;
  91515. /**
  91516. * Texture data comes from a raw cube data
  91517. */
  91518. static DATASOURCE_CUBERAW: number;
  91519. /**
  91520. * Texture data come from a prefiltered cube data file
  91521. */
  91522. static DATASOURCE_CUBEPREFILTERED: number;
  91523. /**
  91524. * Texture content is raw 3D data
  91525. */
  91526. static DATASOURCE_RAW3D: number;
  91527. /**
  91528. * Texture content is a depth texture
  91529. */
  91530. static DATASOURCE_DEPTHTEXTURE: number;
  91531. /**
  91532. * Texture data comes from a raw cube data encoded with RGBD
  91533. */
  91534. static DATASOURCE_CUBERAW_RGBD: number;
  91535. /**
  91536. * Defines if the texture is ready
  91537. */
  91538. isReady: boolean;
  91539. /**
  91540. * Defines if the texture is a cube texture
  91541. */
  91542. isCube: boolean;
  91543. /**
  91544. * Defines if the texture contains 3D data
  91545. */
  91546. is3D: boolean;
  91547. /**
  91548. * Defines if the texture contains multiview data
  91549. */
  91550. isMultiview: boolean;
  91551. /**
  91552. * Gets the URL used to load this texture
  91553. */
  91554. url: string;
  91555. /**
  91556. * Gets the sampling mode of the texture
  91557. */
  91558. samplingMode: number;
  91559. /**
  91560. * Gets a boolean indicating if the texture needs mipmaps generation
  91561. */
  91562. generateMipMaps: boolean;
  91563. /**
  91564. * Gets the number of samples used by the texture (WebGL2+ only)
  91565. */
  91566. samples: number;
  91567. /**
  91568. * Gets the type of the texture (int, float...)
  91569. */
  91570. type: number;
  91571. /**
  91572. * Gets the format of the texture (RGB, RGBA...)
  91573. */
  91574. format: number;
  91575. /**
  91576. * Observable called when the texture is loaded
  91577. */
  91578. onLoadedObservable: Observable<InternalTexture>;
  91579. /**
  91580. * Gets the width of the texture
  91581. */
  91582. width: number;
  91583. /**
  91584. * Gets the height of the texture
  91585. */
  91586. height: number;
  91587. /**
  91588. * Gets the depth of the texture
  91589. */
  91590. depth: number;
  91591. /**
  91592. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91593. */
  91594. baseWidth: number;
  91595. /**
  91596. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91597. */
  91598. baseHeight: number;
  91599. /**
  91600. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91601. */
  91602. baseDepth: number;
  91603. /**
  91604. * Gets a boolean indicating if the texture is inverted on Y axis
  91605. */
  91606. invertY: boolean;
  91607. /** @hidden */
  91608. _invertVScale: boolean;
  91609. /** @hidden */
  91610. _associatedChannel: number;
  91611. /** @hidden */
  91612. _dataSource: number;
  91613. /** @hidden */
  91614. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91615. /** @hidden */
  91616. _bufferView: Nullable<ArrayBufferView>;
  91617. /** @hidden */
  91618. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91619. /** @hidden */
  91620. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91621. /** @hidden */
  91622. _size: number;
  91623. /** @hidden */
  91624. _extension: string;
  91625. /** @hidden */
  91626. _files: Nullable<string[]>;
  91627. /** @hidden */
  91628. _workingCanvas: Nullable<HTMLCanvasElement>;
  91629. /** @hidden */
  91630. _workingContext: Nullable<CanvasRenderingContext2D>;
  91631. /** @hidden */
  91632. _framebuffer: Nullable<WebGLFramebuffer>;
  91633. /** @hidden */
  91634. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91635. /** @hidden */
  91636. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91637. /** @hidden */
  91638. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91639. /** @hidden */
  91640. _attachments: Nullable<number[]>;
  91641. /** @hidden */
  91642. _cachedCoordinatesMode: Nullable<number>;
  91643. /** @hidden */
  91644. _cachedWrapU: Nullable<number>;
  91645. /** @hidden */
  91646. _cachedWrapV: Nullable<number>;
  91647. /** @hidden */
  91648. _cachedWrapR: Nullable<number>;
  91649. /** @hidden */
  91650. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91651. /** @hidden */
  91652. _isDisabled: boolean;
  91653. /** @hidden */
  91654. _compression: Nullable<string>;
  91655. /** @hidden */
  91656. _generateStencilBuffer: boolean;
  91657. /** @hidden */
  91658. _generateDepthBuffer: boolean;
  91659. /** @hidden */
  91660. _comparisonFunction: number;
  91661. /** @hidden */
  91662. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91663. /** @hidden */
  91664. _lodGenerationScale: number;
  91665. /** @hidden */
  91666. _lodGenerationOffset: number;
  91667. /** @hidden */
  91668. _colorTextureArray: Nullable<WebGLTexture>;
  91669. /** @hidden */
  91670. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91671. /** @hidden */
  91672. _lodTextureHigh: Nullable<BaseTexture>;
  91673. /** @hidden */
  91674. _lodTextureMid: Nullable<BaseTexture>;
  91675. /** @hidden */
  91676. _lodTextureLow: Nullable<BaseTexture>;
  91677. /** @hidden */
  91678. _isRGBD: boolean;
  91679. /** @hidden */
  91680. _linearSpecularLOD: boolean;
  91681. /** @hidden */
  91682. _irradianceTexture: Nullable<BaseTexture>;
  91683. /** @hidden */
  91684. _webGLTexture: Nullable<WebGLTexture>;
  91685. /** @hidden */
  91686. _references: number;
  91687. private _engine;
  91688. /**
  91689. * Gets the Engine the texture belongs to.
  91690. * @returns The babylon engine
  91691. */
  91692. getEngine(): Engine;
  91693. /**
  91694. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91695. */
  91696. readonly dataSource: number;
  91697. /**
  91698. * Creates a new InternalTexture
  91699. * @param engine defines the engine to use
  91700. * @param dataSource defines the type of data that will be used
  91701. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91702. */
  91703. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91704. /**
  91705. * Increments the number of references (ie. the number of Texture that point to it)
  91706. */
  91707. incrementReferences(): void;
  91708. /**
  91709. * Change the size of the texture (not the size of the content)
  91710. * @param width defines the new width
  91711. * @param height defines the new height
  91712. * @param depth defines the new depth (1 by default)
  91713. */
  91714. updateSize(width: int, height: int, depth?: int): void;
  91715. /** @hidden */
  91716. _rebuild(): void;
  91717. /** @hidden */
  91718. _swapAndDie(target: InternalTexture): void;
  91719. /**
  91720. * Dispose the current allocated resources
  91721. */
  91722. dispose(): void;
  91723. }
  91724. }
  91725. declare module BABYLON {
  91726. /**
  91727. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91728. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91729. */
  91730. export class EffectFallbacks {
  91731. private _defines;
  91732. private _currentRank;
  91733. private _maxRank;
  91734. private _mesh;
  91735. /**
  91736. * Removes the fallback from the bound mesh.
  91737. */
  91738. unBindMesh(): void;
  91739. /**
  91740. * Adds a fallback on the specified property.
  91741. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91742. * @param define The name of the define in the shader
  91743. */
  91744. addFallback(rank: number, define: string): void;
  91745. /**
  91746. * Sets the mesh to use CPU skinning when needing to fallback.
  91747. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91748. * @param mesh The mesh to use the fallbacks.
  91749. */
  91750. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  91751. /**
  91752. * Checks to see if more fallbacks are still availible.
  91753. */
  91754. readonly isMoreFallbacks: boolean;
  91755. /**
  91756. * Removes the defines that should be removed when falling back.
  91757. * @param currentDefines defines the current define statements for the shader.
  91758. * @param effect defines the current effect we try to compile
  91759. * @returns The resulting defines with defines of the current rank removed.
  91760. */
  91761. reduce(currentDefines: string, effect: Effect): string;
  91762. }
  91763. /**
  91764. * Options to be used when creating an effect.
  91765. */
  91766. export class EffectCreationOptions {
  91767. /**
  91768. * Atrributes that will be used in the shader.
  91769. */
  91770. attributes: string[];
  91771. /**
  91772. * Uniform varible names that will be set in the shader.
  91773. */
  91774. uniformsNames: string[];
  91775. /**
  91776. * Uniform buffer varible names that will be set in the shader.
  91777. */
  91778. uniformBuffersNames: string[];
  91779. /**
  91780. * Sampler texture variable names that will be set in the shader.
  91781. */
  91782. samplers: string[];
  91783. /**
  91784. * Define statements that will be set in the shader.
  91785. */
  91786. defines: any;
  91787. /**
  91788. * Possible fallbacks for this effect to improve performance when needed.
  91789. */
  91790. fallbacks: Nullable<EffectFallbacks>;
  91791. /**
  91792. * Callback that will be called when the shader is compiled.
  91793. */
  91794. onCompiled: Nullable<(effect: Effect) => void>;
  91795. /**
  91796. * Callback that will be called if an error occurs during shader compilation.
  91797. */
  91798. onError: Nullable<(effect: Effect, errors: string) => void>;
  91799. /**
  91800. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91801. */
  91802. indexParameters: any;
  91803. /**
  91804. * Max number of lights that can be used in the shader.
  91805. */
  91806. maxSimultaneousLights: number;
  91807. /**
  91808. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  91809. */
  91810. transformFeedbackVaryings: Nullable<string[]>;
  91811. }
  91812. /**
  91813. * Effect containing vertex and fragment shader that can be executed on an object.
  91814. */
  91815. export class Effect implements IDisposable {
  91816. /**
  91817. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  91818. */
  91819. static ShadersRepository: string;
  91820. /**
  91821. * Name of the effect.
  91822. */
  91823. name: any;
  91824. /**
  91825. * String container all the define statements that should be set on the shader.
  91826. */
  91827. defines: string;
  91828. /**
  91829. * Callback that will be called when the shader is compiled.
  91830. */
  91831. onCompiled: Nullable<(effect: Effect) => void>;
  91832. /**
  91833. * Callback that will be called if an error occurs during shader compilation.
  91834. */
  91835. onError: Nullable<(effect: Effect, errors: string) => void>;
  91836. /**
  91837. * Callback that will be called when effect is bound.
  91838. */
  91839. onBind: Nullable<(effect: Effect) => void>;
  91840. /**
  91841. * Unique ID of the effect.
  91842. */
  91843. uniqueId: number;
  91844. /**
  91845. * Observable that will be called when the shader is compiled.
  91846. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  91847. */
  91848. onCompileObservable: Observable<Effect>;
  91849. /**
  91850. * Observable that will be called if an error occurs during shader compilation.
  91851. */
  91852. onErrorObservable: Observable<Effect>;
  91853. /** @hidden */
  91854. _onBindObservable: Nullable<Observable<Effect>>;
  91855. /**
  91856. * Observable that will be called when effect is bound.
  91857. */
  91858. readonly onBindObservable: Observable<Effect>;
  91859. /** @hidden */
  91860. _bonesComputationForcedToCPU: boolean;
  91861. private static _uniqueIdSeed;
  91862. private _engine;
  91863. private _uniformBuffersNames;
  91864. private _uniformsNames;
  91865. private _samplerList;
  91866. private _samplers;
  91867. private _isReady;
  91868. private _compilationError;
  91869. private _attributesNames;
  91870. private _attributes;
  91871. private _uniforms;
  91872. /**
  91873. * Key for the effect.
  91874. * @hidden
  91875. */
  91876. _key: string;
  91877. private _indexParameters;
  91878. private _fallbacks;
  91879. private _vertexSourceCode;
  91880. private _fragmentSourceCode;
  91881. private _vertexSourceCodeOverride;
  91882. private _fragmentSourceCodeOverride;
  91883. private _transformFeedbackVaryings;
  91884. /**
  91885. * Compiled shader to webGL program.
  91886. * @hidden
  91887. */
  91888. _pipelineContext: Nullable<IPipelineContext>;
  91889. private _valueCache;
  91890. private static _baseCache;
  91891. /**
  91892. * Instantiates an effect.
  91893. * An effect can be used to create/manage/execute vertex and fragment shaders.
  91894. * @param baseName Name of the effect.
  91895. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  91896. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  91897. * @param samplers List of sampler variables that will be passed to the shader.
  91898. * @param engine Engine to be used to render the effect
  91899. * @param defines Define statements to be added to the shader.
  91900. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  91901. * @param onCompiled Callback that will be called when the shader is compiled.
  91902. * @param onError Callback that will be called if an error occurs during shader compilation.
  91903. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91904. */
  91905. 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);
  91906. private _useFinalCode;
  91907. /**
  91908. * Unique key for this effect
  91909. */
  91910. readonly key: string;
  91911. /**
  91912. * If the effect has been compiled and prepared.
  91913. * @returns if the effect is compiled and prepared.
  91914. */
  91915. isReady(): boolean;
  91916. /**
  91917. * The engine the effect was initialized with.
  91918. * @returns the engine.
  91919. */
  91920. getEngine(): Engine;
  91921. /**
  91922. * The pipeline context for this effect
  91923. * @returns the associated pipeline context
  91924. */
  91925. getPipelineContext(): Nullable<IPipelineContext>;
  91926. /**
  91927. * The set of names of attribute variables for the shader.
  91928. * @returns An array of attribute names.
  91929. */
  91930. getAttributesNames(): string[];
  91931. /**
  91932. * Returns the attribute at the given index.
  91933. * @param index The index of the attribute.
  91934. * @returns The location of the attribute.
  91935. */
  91936. getAttributeLocation(index: number): number;
  91937. /**
  91938. * Returns the attribute based on the name of the variable.
  91939. * @param name of the attribute to look up.
  91940. * @returns the attribute location.
  91941. */
  91942. getAttributeLocationByName(name: string): number;
  91943. /**
  91944. * The number of attributes.
  91945. * @returns the numnber of attributes.
  91946. */
  91947. getAttributesCount(): number;
  91948. /**
  91949. * Gets the index of a uniform variable.
  91950. * @param uniformName of the uniform to look up.
  91951. * @returns the index.
  91952. */
  91953. getUniformIndex(uniformName: string): number;
  91954. /**
  91955. * Returns the attribute based on the name of the variable.
  91956. * @param uniformName of the uniform to look up.
  91957. * @returns the location of the uniform.
  91958. */
  91959. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  91960. /**
  91961. * Returns an array of sampler variable names
  91962. * @returns The array of sampler variable neames.
  91963. */
  91964. getSamplers(): string[];
  91965. /**
  91966. * The error from the last compilation.
  91967. * @returns the error string.
  91968. */
  91969. getCompilationError(): string;
  91970. /**
  91971. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  91972. * @param func The callback to be used.
  91973. */
  91974. executeWhenCompiled(func: (effect: Effect) => void): void;
  91975. private _checkIsReady;
  91976. /** @hidden */
  91977. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  91978. /** @hidden */
  91979. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  91980. /** @hidden */
  91981. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  91982. /**
  91983. * Recompiles the webGL program
  91984. * @param vertexSourceCode The source code for the vertex shader.
  91985. * @param fragmentSourceCode The source code for the fragment shader.
  91986. * @param onCompiled Callback called when completed.
  91987. * @param onError Callback called on error.
  91988. * @hidden
  91989. */
  91990. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  91991. /**
  91992. * Prepares the effect
  91993. * @hidden
  91994. */
  91995. _prepareEffect(): void;
  91996. /**
  91997. * Checks if the effect is supported. (Must be called after compilation)
  91998. */
  91999. readonly isSupported: boolean;
  92000. /**
  92001. * Binds a texture to the engine to be used as output of the shader.
  92002. * @param channel Name of the output variable.
  92003. * @param texture Texture to bind.
  92004. * @hidden
  92005. */
  92006. _bindTexture(channel: string, texture: InternalTexture): void;
  92007. /**
  92008. * Sets a texture on the engine to be used in the shader.
  92009. * @param channel Name of the sampler variable.
  92010. * @param texture Texture to set.
  92011. */
  92012. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92013. /**
  92014. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92015. * @param channel Name of the sampler variable.
  92016. * @param texture Texture to set.
  92017. */
  92018. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92019. /**
  92020. * Sets an array of textures on the engine to be used in the shader.
  92021. * @param channel Name of the variable.
  92022. * @param textures Textures to set.
  92023. */
  92024. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92025. /**
  92026. * 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)
  92027. * @param channel Name of the sampler variable.
  92028. * @param postProcess Post process to get the input texture from.
  92029. */
  92030. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92031. /**
  92032. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92033. * 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)
  92034. * @param channel Name of the sampler variable.
  92035. * @param postProcess Post process to get the output texture from.
  92036. */
  92037. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92038. /** @hidden */
  92039. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92040. /** @hidden */
  92041. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92042. /** @hidden */
  92043. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92044. /** @hidden */
  92045. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92046. /**
  92047. * Binds a buffer to a uniform.
  92048. * @param buffer Buffer to bind.
  92049. * @param name Name of the uniform variable to bind to.
  92050. */
  92051. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92052. /**
  92053. * Binds block to a uniform.
  92054. * @param blockName Name of the block to bind.
  92055. * @param index Index to bind.
  92056. */
  92057. bindUniformBlock(blockName: string, index: number): void;
  92058. /**
  92059. * Sets an interger value on a uniform variable.
  92060. * @param uniformName Name of the variable.
  92061. * @param value Value to be set.
  92062. * @returns this effect.
  92063. */
  92064. setInt(uniformName: string, value: number): Effect;
  92065. /**
  92066. * Sets an int array on a uniform variable.
  92067. * @param uniformName Name of the variable.
  92068. * @param array array to be set.
  92069. * @returns this effect.
  92070. */
  92071. setIntArray(uniformName: string, array: Int32Array): Effect;
  92072. /**
  92073. * 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)
  92074. * @param uniformName Name of the variable.
  92075. * @param array array to be set.
  92076. * @returns this effect.
  92077. */
  92078. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92079. /**
  92080. * 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)
  92081. * @param uniformName Name of the variable.
  92082. * @param array array to be set.
  92083. * @returns this effect.
  92084. */
  92085. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92086. /**
  92087. * 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)
  92088. * @param uniformName Name of the variable.
  92089. * @param array array to be set.
  92090. * @returns this effect.
  92091. */
  92092. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92093. /**
  92094. * Sets an float array on a uniform variable.
  92095. * @param uniformName Name of the variable.
  92096. * @param array array to be set.
  92097. * @returns this effect.
  92098. */
  92099. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92100. /**
  92101. * 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)
  92102. * @param uniformName Name of the variable.
  92103. * @param array array to be set.
  92104. * @returns this effect.
  92105. */
  92106. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92107. /**
  92108. * 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)
  92109. * @param uniformName Name of the variable.
  92110. * @param array array to be set.
  92111. * @returns this effect.
  92112. */
  92113. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92114. /**
  92115. * 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)
  92116. * @param uniformName Name of the variable.
  92117. * @param array array to be set.
  92118. * @returns this effect.
  92119. */
  92120. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92121. /**
  92122. * Sets an array on a uniform variable.
  92123. * @param uniformName Name of the variable.
  92124. * @param array array to be set.
  92125. * @returns this effect.
  92126. */
  92127. setArray(uniformName: string, array: number[]): Effect;
  92128. /**
  92129. * 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)
  92130. * @param uniformName Name of the variable.
  92131. * @param array array to be set.
  92132. * @returns this effect.
  92133. */
  92134. setArray2(uniformName: string, array: number[]): Effect;
  92135. /**
  92136. * 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)
  92137. * @param uniformName Name of the variable.
  92138. * @param array array to be set.
  92139. * @returns this effect.
  92140. */
  92141. setArray3(uniformName: string, array: number[]): Effect;
  92142. /**
  92143. * 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)
  92144. * @param uniformName Name of the variable.
  92145. * @param array array to be set.
  92146. * @returns this effect.
  92147. */
  92148. setArray4(uniformName: string, array: number[]): Effect;
  92149. /**
  92150. * Sets matrices on a uniform variable.
  92151. * @param uniformName Name of the variable.
  92152. * @param matrices matrices to be set.
  92153. * @returns this effect.
  92154. */
  92155. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92156. /**
  92157. * Sets matrix on a uniform variable.
  92158. * @param uniformName Name of the variable.
  92159. * @param matrix matrix to be set.
  92160. * @returns this effect.
  92161. */
  92162. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92163. /**
  92164. * 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)
  92165. * @param uniformName Name of the variable.
  92166. * @param matrix matrix to be set.
  92167. * @returns this effect.
  92168. */
  92169. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92170. /**
  92171. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92172. * @param uniformName Name of the variable.
  92173. * @param matrix matrix to be set.
  92174. * @returns this effect.
  92175. */
  92176. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92177. /**
  92178. * Sets a float on a uniform variable.
  92179. * @param uniformName Name of the variable.
  92180. * @param value value to be set.
  92181. * @returns this effect.
  92182. */
  92183. setFloat(uniformName: string, value: number): Effect;
  92184. /**
  92185. * Sets a boolean on a uniform variable.
  92186. * @param uniformName Name of the variable.
  92187. * @param bool value to be set.
  92188. * @returns this effect.
  92189. */
  92190. setBool(uniformName: string, bool: boolean): Effect;
  92191. /**
  92192. * Sets a Vector2 on a uniform variable.
  92193. * @param uniformName Name of the variable.
  92194. * @param vector2 vector2 to be set.
  92195. * @returns this effect.
  92196. */
  92197. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92198. /**
  92199. * Sets a float2 on a uniform variable.
  92200. * @param uniformName Name of the variable.
  92201. * @param x First float in float2.
  92202. * @param y Second float in float2.
  92203. * @returns this effect.
  92204. */
  92205. setFloat2(uniformName: string, x: number, y: number): Effect;
  92206. /**
  92207. * Sets a Vector3 on a uniform variable.
  92208. * @param uniformName Name of the variable.
  92209. * @param vector3 Value to be set.
  92210. * @returns this effect.
  92211. */
  92212. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92213. /**
  92214. * Sets a float3 on a uniform variable.
  92215. * @param uniformName Name of the variable.
  92216. * @param x First float in float3.
  92217. * @param y Second float in float3.
  92218. * @param z Third float in float3.
  92219. * @returns this effect.
  92220. */
  92221. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92222. /**
  92223. * Sets a Vector4 on a uniform variable.
  92224. * @param uniformName Name of the variable.
  92225. * @param vector4 Value to be set.
  92226. * @returns this effect.
  92227. */
  92228. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92229. /**
  92230. * Sets a float4 on a uniform variable.
  92231. * @param uniformName Name of the variable.
  92232. * @param x First float in float4.
  92233. * @param y Second float in float4.
  92234. * @param z Third float in float4.
  92235. * @param w Fourth float in float4.
  92236. * @returns this effect.
  92237. */
  92238. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92239. /**
  92240. * Sets a Color3 on a uniform variable.
  92241. * @param uniformName Name of the variable.
  92242. * @param color3 Value to be set.
  92243. * @returns this effect.
  92244. */
  92245. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92246. /**
  92247. * Sets a Color4 on a uniform variable.
  92248. * @param uniformName Name of the variable.
  92249. * @param color3 Value to be set.
  92250. * @param alpha Alpha value to be set.
  92251. * @returns this effect.
  92252. */
  92253. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92254. /**
  92255. * Sets a Color4 on a uniform variable
  92256. * @param uniformName defines the name of the variable
  92257. * @param color4 defines the value to be set
  92258. * @returns this effect.
  92259. */
  92260. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92261. /** Release all associated resources */
  92262. dispose(): void;
  92263. /**
  92264. * This function will add a new shader to the shader store
  92265. * @param name the name of the shader
  92266. * @param pixelShader optional pixel shader content
  92267. * @param vertexShader optional vertex shader content
  92268. */
  92269. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92270. /**
  92271. * Store of each shader (The can be looked up using effect.key)
  92272. */
  92273. static ShadersStore: {
  92274. [key: string]: string;
  92275. };
  92276. /**
  92277. * Store of each included file for a shader (The can be looked up using effect.key)
  92278. */
  92279. static IncludesShadersStore: {
  92280. [key: string]: string;
  92281. };
  92282. /**
  92283. * Resets the cache of effects.
  92284. */
  92285. static ResetCache(): void;
  92286. }
  92287. }
  92288. declare module BABYLON {
  92289. /**
  92290. * Uniform buffer objects.
  92291. *
  92292. * Handles blocks of uniform on the GPU.
  92293. *
  92294. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92295. *
  92296. * For more information, please refer to :
  92297. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92298. */
  92299. export class UniformBuffer {
  92300. private _engine;
  92301. private _buffer;
  92302. private _data;
  92303. private _bufferData;
  92304. private _dynamic?;
  92305. private _uniformLocations;
  92306. private _uniformSizes;
  92307. private _uniformLocationPointer;
  92308. private _needSync;
  92309. private _noUBO;
  92310. private _currentEffect;
  92311. private static _MAX_UNIFORM_SIZE;
  92312. private static _tempBuffer;
  92313. /**
  92314. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92315. * This is dynamic to allow compat with webgl 1 and 2.
  92316. * You will need to pass the name of the uniform as well as the value.
  92317. */
  92318. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92319. /**
  92320. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92321. * This is dynamic to allow compat with webgl 1 and 2.
  92322. * You will need to pass the name of the uniform as well as the value.
  92323. */
  92324. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92325. /**
  92326. * Lambda to Update a single float in a uniform buffer.
  92327. * This is dynamic to allow compat with webgl 1 and 2.
  92328. * You will need to pass the name of the uniform as well as the value.
  92329. */
  92330. updateFloat: (name: string, x: number) => void;
  92331. /**
  92332. * Lambda to Update a vec2 of float in a uniform buffer.
  92333. * This is dynamic to allow compat with webgl 1 and 2.
  92334. * You will need to pass the name of the uniform as well as the value.
  92335. */
  92336. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92337. /**
  92338. * Lambda to Update a vec3 of float in a uniform buffer.
  92339. * This is dynamic to allow compat with webgl 1 and 2.
  92340. * You will need to pass the name of the uniform as well as the value.
  92341. */
  92342. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92343. /**
  92344. * Lambda to Update a vec4 of float in a uniform buffer.
  92345. * This is dynamic to allow compat with webgl 1 and 2.
  92346. * You will need to pass the name of the uniform as well as the value.
  92347. */
  92348. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92349. /**
  92350. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92351. * This is dynamic to allow compat with webgl 1 and 2.
  92352. * You will need to pass the name of the uniform as well as the value.
  92353. */
  92354. updateMatrix: (name: string, mat: Matrix) => void;
  92355. /**
  92356. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92357. * This is dynamic to allow compat with webgl 1 and 2.
  92358. * You will need to pass the name of the uniform as well as the value.
  92359. */
  92360. updateVector3: (name: string, vector: Vector3) => void;
  92361. /**
  92362. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92363. * This is dynamic to allow compat with webgl 1 and 2.
  92364. * You will need to pass the name of the uniform as well as the value.
  92365. */
  92366. updateVector4: (name: string, vector: Vector4) => void;
  92367. /**
  92368. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92369. * This is dynamic to allow compat with webgl 1 and 2.
  92370. * You will need to pass the name of the uniform as well as the value.
  92371. */
  92372. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92373. /**
  92374. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92375. * This is dynamic to allow compat with webgl 1 and 2.
  92376. * You will need to pass the name of the uniform as well as the value.
  92377. */
  92378. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92379. /**
  92380. * Instantiates a new Uniform buffer objects.
  92381. *
  92382. * Handles blocks of uniform on the GPU.
  92383. *
  92384. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92385. *
  92386. * For more information, please refer to :
  92387. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92388. * @param engine Define the engine the buffer is associated with
  92389. * @param data Define the data contained in the buffer
  92390. * @param dynamic Define if the buffer is updatable
  92391. */
  92392. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92393. /**
  92394. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92395. * or just falling back on setUniformXXX calls.
  92396. */
  92397. readonly useUbo: boolean;
  92398. /**
  92399. * Indicates if the WebGL underlying uniform buffer is in sync
  92400. * with the javascript cache data.
  92401. */
  92402. readonly isSync: boolean;
  92403. /**
  92404. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92405. * Also, a dynamic UniformBuffer will disable cache verification and always
  92406. * update the underlying WebGL uniform buffer to the GPU.
  92407. * @returns if Dynamic, otherwise false
  92408. */
  92409. isDynamic(): boolean;
  92410. /**
  92411. * The data cache on JS side.
  92412. * @returns the underlying data as a float array
  92413. */
  92414. getData(): Float32Array;
  92415. /**
  92416. * The underlying WebGL Uniform buffer.
  92417. * @returns the webgl buffer
  92418. */
  92419. getBuffer(): Nullable<DataBuffer>;
  92420. /**
  92421. * std140 layout specifies how to align data within an UBO structure.
  92422. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92423. * for specs.
  92424. */
  92425. private _fillAlignment;
  92426. /**
  92427. * Adds an uniform in the buffer.
  92428. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92429. * for the layout to be correct !
  92430. * @param name Name of the uniform, as used in the uniform block in the shader.
  92431. * @param size Data size, or data directly.
  92432. */
  92433. addUniform(name: string, size: number | number[]): void;
  92434. /**
  92435. * Adds a Matrix 4x4 to the uniform buffer.
  92436. * @param name Name of the uniform, as used in the uniform block in the shader.
  92437. * @param mat A 4x4 matrix.
  92438. */
  92439. addMatrix(name: string, mat: Matrix): void;
  92440. /**
  92441. * Adds a vec2 to the uniform buffer.
  92442. * @param name Name of the uniform, as used in the uniform block in the shader.
  92443. * @param x Define the x component value of the vec2
  92444. * @param y Define the y component value of the vec2
  92445. */
  92446. addFloat2(name: string, x: number, y: number): void;
  92447. /**
  92448. * Adds a vec3 to the uniform buffer.
  92449. * @param name Name of the uniform, as used in the uniform block in the shader.
  92450. * @param x Define the x component value of the vec3
  92451. * @param y Define the y component value of the vec3
  92452. * @param z Define the z component value of the vec3
  92453. */
  92454. addFloat3(name: string, x: number, y: number, z: number): void;
  92455. /**
  92456. * Adds a vec3 to the uniform buffer.
  92457. * @param name Name of the uniform, as used in the uniform block in the shader.
  92458. * @param color Define the vec3 from a Color
  92459. */
  92460. addColor3(name: string, color: Color3): void;
  92461. /**
  92462. * Adds a vec4 to the uniform buffer.
  92463. * @param name Name of the uniform, as used in the uniform block in the shader.
  92464. * @param color Define the rgb components from a Color
  92465. * @param alpha Define the a component of the vec4
  92466. */
  92467. addColor4(name: string, color: Color3, alpha: number): void;
  92468. /**
  92469. * Adds a vec3 to the uniform buffer.
  92470. * @param name Name of the uniform, as used in the uniform block in the shader.
  92471. * @param vector Define the vec3 components from a Vector
  92472. */
  92473. addVector3(name: string, vector: Vector3): void;
  92474. /**
  92475. * Adds a Matrix 3x3 to the uniform buffer.
  92476. * @param name Name of the uniform, as used in the uniform block in the shader.
  92477. */
  92478. addMatrix3x3(name: string): void;
  92479. /**
  92480. * Adds a Matrix 2x2 to the uniform buffer.
  92481. * @param name Name of the uniform, as used in the uniform block in the shader.
  92482. */
  92483. addMatrix2x2(name: string): void;
  92484. /**
  92485. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92486. */
  92487. create(): void;
  92488. /** @hidden */
  92489. _rebuild(): void;
  92490. /**
  92491. * Updates the WebGL Uniform Buffer on the GPU.
  92492. * If the `dynamic` flag is set to true, no cache comparison is done.
  92493. * Otherwise, the buffer will be updated only if the cache differs.
  92494. */
  92495. update(): void;
  92496. /**
  92497. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92498. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92499. * @param data Define the flattened data
  92500. * @param size Define the size of the data.
  92501. */
  92502. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92503. private _updateMatrix3x3ForUniform;
  92504. private _updateMatrix3x3ForEffect;
  92505. private _updateMatrix2x2ForEffect;
  92506. private _updateMatrix2x2ForUniform;
  92507. private _updateFloatForEffect;
  92508. private _updateFloatForUniform;
  92509. private _updateFloat2ForEffect;
  92510. private _updateFloat2ForUniform;
  92511. private _updateFloat3ForEffect;
  92512. private _updateFloat3ForUniform;
  92513. private _updateFloat4ForEffect;
  92514. private _updateFloat4ForUniform;
  92515. private _updateMatrixForEffect;
  92516. private _updateMatrixForUniform;
  92517. private _updateVector3ForEffect;
  92518. private _updateVector3ForUniform;
  92519. private _updateVector4ForEffect;
  92520. private _updateVector4ForUniform;
  92521. private _updateColor3ForEffect;
  92522. private _updateColor3ForUniform;
  92523. private _updateColor4ForEffect;
  92524. private _updateColor4ForUniform;
  92525. /**
  92526. * Sets a sampler uniform on the effect.
  92527. * @param name Define the name of the sampler.
  92528. * @param texture Define the texture to set in the sampler
  92529. */
  92530. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92531. /**
  92532. * Directly updates the value of the uniform in the cache AND on the GPU.
  92533. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92534. * @param data Define the flattened data
  92535. */
  92536. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92537. /**
  92538. * Binds this uniform buffer to an effect.
  92539. * @param effect Define the effect to bind the buffer to
  92540. * @param name Name of the uniform block in the shader.
  92541. */
  92542. bindToEffect(effect: Effect, name: string): void;
  92543. /**
  92544. * Disposes the uniform buffer.
  92545. */
  92546. dispose(): void;
  92547. }
  92548. }
  92549. declare module BABYLON {
  92550. /**
  92551. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92552. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92553. */
  92554. export class Analyser {
  92555. /**
  92556. * Gets or sets the smoothing
  92557. * @ignorenaming
  92558. */
  92559. SMOOTHING: number;
  92560. /**
  92561. * Gets or sets the FFT table size
  92562. * @ignorenaming
  92563. */
  92564. FFT_SIZE: number;
  92565. /**
  92566. * Gets or sets the bar graph amplitude
  92567. * @ignorenaming
  92568. */
  92569. BARGRAPHAMPLITUDE: number;
  92570. /**
  92571. * Gets or sets the position of the debug canvas
  92572. * @ignorenaming
  92573. */
  92574. DEBUGCANVASPOS: {
  92575. x: number;
  92576. y: number;
  92577. };
  92578. /**
  92579. * Gets or sets the debug canvas size
  92580. * @ignorenaming
  92581. */
  92582. DEBUGCANVASSIZE: {
  92583. width: number;
  92584. height: number;
  92585. };
  92586. private _byteFreqs;
  92587. private _byteTime;
  92588. private _floatFreqs;
  92589. private _webAudioAnalyser;
  92590. private _debugCanvas;
  92591. private _debugCanvasContext;
  92592. private _scene;
  92593. private _registerFunc;
  92594. private _audioEngine;
  92595. /**
  92596. * Creates a new analyser
  92597. * @param scene defines hosting scene
  92598. */
  92599. constructor(scene: Scene);
  92600. /**
  92601. * Get the number of data values you will have to play with for the visualization
  92602. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92603. * @returns a number
  92604. */
  92605. getFrequencyBinCount(): number;
  92606. /**
  92607. * Gets the current frequency data as a byte array
  92608. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92609. * @returns a Uint8Array
  92610. */
  92611. getByteFrequencyData(): Uint8Array;
  92612. /**
  92613. * Gets the current waveform as a byte array
  92614. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92615. * @returns a Uint8Array
  92616. */
  92617. getByteTimeDomainData(): Uint8Array;
  92618. /**
  92619. * Gets the current frequency data as a float array
  92620. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92621. * @returns a Float32Array
  92622. */
  92623. getFloatFrequencyData(): Float32Array;
  92624. /**
  92625. * Renders the debug canvas
  92626. */
  92627. drawDebugCanvas(): void;
  92628. /**
  92629. * Stops rendering the debug canvas and removes it
  92630. */
  92631. stopDebugCanvas(): void;
  92632. /**
  92633. * Connects two audio nodes
  92634. * @param inputAudioNode defines first node to connect
  92635. * @param outputAudioNode defines second node to connect
  92636. */
  92637. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92638. /**
  92639. * Releases all associated resources
  92640. */
  92641. dispose(): void;
  92642. }
  92643. }
  92644. declare module BABYLON {
  92645. /**
  92646. * This represents an audio engine and it is responsible
  92647. * to play, synchronize and analyse sounds throughout the application.
  92648. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92649. */
  92650. export interface IAudioEngine extends IDisposable {
  92651. /**
  92652. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92653. */
  92654. readonly canUseWebAudio: boolean;
  92655. /**
  92656. * Gets the current AudioContext if available.
  92657. */
  92658. readonly audioContext: Nullable<AudioContext>;
  92659. /**
  92660. * The master gain node defines the global audio volume of your audio engine.
  92661. */
  92662. readonly masterGain: GainNode;
  92663. /**
  92664. * Gets whether or not mp3 are supported by your browser.
  92665. */
  92666. readonly isMP3supported: boolean;
  92667. /**
  92668. * Gets whether or not ogg are supported by your browser.
  92669. */
  92670. readonly isOGGsupported: boolean;
  92671. /**
  92672. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92673. * @ignoreNaming
  92674. */
  92675. WarnedWebAudioUnsupported: boolean;
  92676. /**
  92677. * Defines if the audio engine relies on a custom unlocked button.
  92678. * In this case, the embedded button will not be displayed.
  92679. */
  92680. useCustomUnlockedButton: boolean;
  92681. /**
  92682. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92683. */
  92684. readonly unlocked: boolean;
  92685. /**
  92686. * Event raised when audio has been unlocked on the browser.
  92687. */
  92688. onAudioUnlockedObservable: Observable<AudioEngine>;
  92689. /**
  92690. * Event raised when audio has been locked on the browser.
  92691. */
  92692. onAudioLockedObservable: Observable<AudioEngine>;
  92693. /**
  92694. * Flags the audio engine in Locked state.
  92695. * This happens due to new browser policies preventing audio to autoplay.
  92696. */
  92697. lock(): void;
  92698. /**
  92699. * Unlocks the audio engine once a user action has been done on the dom.
  92700. * This is helpful to resume play once browser policies have been satisfied.
  92701. */
  92702. unlock(): void;
  92703. }
  92704. /**
  92705. * This represents the default audio engine used in babylon.
  92706. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92708. */
  92709. export class AudioEngine implements IAudioEngine {
  92710. private _audioContext;
  92711. private _audioContextInitialized;
  92712. private _muteButton;
  92713. private _hostElement;
  92714. /**
  92715. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92716. */
  92717. canUseWebAudio: boolean;
  92718. /**
  92719. * The master gain node defines the global audio volume of your audio engine.
  92720. */
  92721. masterGain: GainNode;
  92722. /**
  92723. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92724. * @ignoreNaming
  92725. */
  92726. WarnedWebAudioUnsupported: boolean;
  92727. /**
  92728. * Gets whether or not mp3 are supported by your browser.
  92729. */
  92730. isMP3supported: boolean;
  92731. /**
  92732. * Gets whether or not ogg are supported by your browser.
  92733. */
  92734. isOGGsupported: boolean;
  92735. /**
  92736. * Gets whether audio has been unlocked on the device.
  92737. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92738. * a user interaction has happened.
  92739. */
  92740. unlocked: boolean;
  92741. /**
  92742. * Defines if the audio engine relies on a custom unlocked button.
  92743. * In this case, the embedded button will not be displayed.
  92744. */
  92745. useCustomUnlockedButton: boolean;
  92746. /**
  92747. * Event raised when audio has been unlocked on the browser.
  92748. */
  92749. onAudioUnlockedObservable: Observable<AudioEngine>;
  92750. /**
  92751. * Event raised when audio has been locked on the browser.
  92752. */
  92753. onAudioLockedObservable: Observable<AudioEngine>;
  92754. /**
  92755. * Gets the current AudioContext if available.
  92756. */
  92757. readonly audioContext: Nullable<AudioContext>;
  92758. private _connectedAnalyser;
  92759. /**
  92760. * Instantiates a new audio engine.
  92761. *
  92762. * There should be only one per page as some browsers restrict the number
  92763. * of audio contexts you can create.
  92764. * @param hostElement defines the host element where to display the mute icon if necessary
  92765. */
  92766. constructor(hostElement?: Nullable<HTMLElement>);
  92767. /**
  92768. * Flags the audio engine in Locked state.
  92769. * This happens due to new browser policies preventing audio to autoplay.
  92770. */
  92771. lock(): void;
  92772. /**
  92773. * Unlocks the audio engine once a user action has been done on the dom.
  92774. * This is helpful to resume play once browser policies have been satisfied.
  92775. */
  92776. unlock(): void;
  92777. private _resumeAudioContext;
  92778. private _initializeAudioContext;
  92779. private _tryToRun;
  92780. private _triggerRunningState;
  92781. private _triggerSuspendedState;
  92782. private _displayMuteButton;
  92783. private _moveButtonToTopLeft;
  92784. private _onResize;
  92785. private _hideMuteButton;
  92786. /**
  92787. * Destroy and release the resources associated with the audio ccontext.
  92788. */
  92789. dispose(): void;
  92790. /**
  92791. * Gets the global volume sets on the master gain.
  92792. * @returns the global volume if set or -1 otherwise
  92793. */
  92794. getGlobalVolume(): number;
  92795. /**
  92796. * Sets the global volume of your experience (sets on the master gain).
  92797. * @param newVolume Defines the new global volume of the application
  92798. */
  92799. setGlobalVolume(newVolume: number): void;
  92800. /**
  92801. * Connect the audio engine to an audio analyser allowing some amazing
  92802. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  92803. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  92804. * @param analyser The analyser to connect to the engine
  92805. */
  92806. connectToAnalyser(analyser: Analyser): void;
  92807. }
  92808. }
  92809. declare module BABYLON {
  92810. /**
  92811. * Interface used to present a loading screen while loading a scene
  92812. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92813. */
  92814. export interface ILoadingScreen {
  92815. /**
  92816. * Function called to display the loading screen
  92817. */
  92818. displayLoadingUI: () => void;
  92819. /**
  92820. * Function called to hide the loading screen
  92821. */
  92822. hideLoadingUI: () => void;
  92823. /**
  92824. * Gets or sets the color to use for the background
  92825. */
  92826. loadingUIBackgroundColor: string;
  92827. /**
  92828. * Gets or sets the text to display while loading
  92829. */
  92830. loadingUIText: string;
  92831. }
  92832. /**
  92833. * Class used for the default loading screen
  92834. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92835. */
  92836. export class DefaultLoadingScreen implements ILoadingScreen {
  92837. private _renderingCanvas;
  92838. private _loadingText;
  92839. private _loadingDivBackgroundColor;
  92840. private _loadingDiv;
  92841. private _loadingTextDiv;
  92842. /** Gets or sets the logo url to use for the default loading screen */
  92843. static DefaultLogoUrl: string;
  92844. /** Gets or sets the spinner url to use for the default loading screen */
  92845. static DefaultSpinnerUrl: string;
  92846. /**
  92847. * Creates a new default loading screen
  92848. * @param _renderingCanvas defines the canvas used to render the scene
  92849. * @param _loadingText defines the default text to display
  92850. * @param _loadingDivBackgroundColor defines the default background color
  92851. */
  92852. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  92853. /**
  92854. * Function called to display the loading screen
  92855. */
  92856. displayLoadingUI(): void;
  92857. /**
  92858. * Function called to hide the loading screen
  92859. */
  92860. hideLoadingUI(): void;
  92861. /**
  92862. * Gets or sets the text to display while loading
  92863. */
  92864. loadingUIText: string;
  92865. /**
  92866. * Gets or sets the color to use for the background
  92867. */
  92868. loadingUIBackgroundColor: string;
  92869. private _resizeLoadingUI;
  92870. }
  92871. }
  92872. declare module BABYLON {
  92873. /** @hidden */
  92874. export class WebGLPipelineContext implements IPipelineContext {
  92875. engine: Engine;
  92876. program: Nullable<WebGLProgram>;
  92877. context?: WebGLRenderingContext;
  92878. vertexShader?: WebGLShader;
  92879. fragmentShader?: WebGLShader;
  92880. isParallelCompiled: boolean;
  92881. onCompiled?: () => void;
  92882. transformFeedback?: WebGLTransformFeedback | null;
  92883. readonly isAsync: boolean;
  92884. readonly isReady: boolean;
  92885. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  92886. }
  92887. }
  92888. declare module BABYLON {
  92889. /** @hidden */
  92890. export class WebGLDataBuffer extends DataBuffer {
  92891. private _buffer;
  92892. constructor(resource: WebGLBuffer);
  92893. readonly underlyingResource: any;
  92894. }
  92895. }
  92896. declare module BABYLON {
  92897. /** @hidden */
  92898. export class WebGL2ShaderProcessor implements IShaderProcessor {
  92899. attributeProcessor(attribute: string): string;
  92900. varyingProcessor(varying: string, isFragment: boolean): string;
  92901. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  92902. }
  92903. }
  92904. declare module BABYLON {
  92905. /**
  92906. * This class is used to track a performance counter which is number based.
  92907. * The user has access to many properties which give statistics of different nature.
  92908. *
  92909. * The implementer can track two kinds of Performance Counter: time and count.
  92910. * 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.
  92911. * 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.
  92912. */
  92913. export class PerfCounter {
  92914. /**
  92915. * Gets or sets a global boolean to turn on and off all the counters
  92916. */
  92917. static Enabled: boolean;
  92918. /**
  92919. * Returns the smallest value ever
  92920. */
  92921. readonly min: number;
  92922. /**
  92923. * Returns the biggest value ever
  92924. */
  92925. readonly max: number;
  92926. /**
  92927. * Returns the average value since the performance counter is running
  92928. */
  92929. readonly average: number;
  92930. /**
  92931. * Returns the average value of the last second the counter was monitored
  92932. */
  92933. readonly lastSecAverage: number;
  92934. /**
  92935. * Returns the current value
  92936. */
  92937. readonly current: number;
  92938. /**
  92939. * Gets the accumulated total
  92940. */
  92941. readonly total: number;
  92942. /**
  92943. * Gets the total value count
  92944. */
  92945. readonly count: number;
  92946. /**
  92947. * Creates a new counter
  92948. */
  92949. constructor();
  92950. /**
  92951. * Call this method to start monitoring a new frame.
  92952. * 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.
  92953. */
  92954. fetchNewFrame(): void;
  92955. /**
  92956. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  92957. * @param newCount the count value to add to the monitored count
  92958. * @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.
  92959. */
  92960. addCount(newCount: number, fetchResult: boolean): void;
  92961. /**
  92962. * Start monitoring this performance counter
  92963. */
  92964. beginMonitoring(): void;
  92965. /**
  92966. * Compute the time lapsed since the previous beginMonitoring() call.
  92967. * @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
  92968. */
  92969. endMonitoring(newFrame?: boolean): void;
  92970. private _fetchResult;
  92971. private _startMonitoringTime;
  92972. private _min;
  92973. private _max;
  92974. private _average;
  92975. private _current;
  92976. private _totalValueCount;
  92977. private _totalAccumulated;
  92978. private _lastSecAverage;
  92979. private _lastSecAccumulated;
  92980. private _lastSecTime;
  92981. private _lastSecValueCount;
  92982. }
  92983. }
  92984. declare module BABYLON {
  92985. /**
  92986. * Interface for any object that can request an animation frame
  92987. */
  92988. export interface ICustomAnimationFrameRequester {
  92989. /**
  92990. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  92991. */
  92992. renderFunction?: Function;
  92993. /**
  92994. * Called to request the next frame to render to
  92995. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  92996. */
  92997. requestAnimationFrame: Function;
  92998. /**
  92999. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93000. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93001. */
  93002. requestID?: number;
  93003. }
  93004. }
  93005. declare module BABYLON {
  93006. /**
  93007. * Settings for finer control over video usage
  93008. */
  93009. export interface VideoTextureSettings {
  93010. /**
  93011. * Applies `autoplay` to video, if specified
  93012. */
  93013. autoPlay?: boolean;
  93014. /**
  93015. * Applies `loop` to video, if specified
  93016. */
  93017. loop?: boolean;
  93018. /**
  93019. * Automatically updates internal texture from video at every frame in the render loop
  93020. */
  93021. autoUpdateTexture: boolean;
  93022. /**
  93023. * Image src displayed during the video loading or until the user interacts with the video.
  93024. */
  93025. poster?: string;
  93026. }
  93027. /**
  93028. * If you want to display a video in your scene, this is the special texture for that.
  93029. * This special texture works similar to other textures, with the exception of a few parameters.
  93030. * @see https://doc.babylonjs.com/how_to/video_texture
  93031. */
  93032. export class VideoTexture extends Texture {
  93033. /**
  93034. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93035. */
  93036. readonly autoUpdateTexture: boolean;
  93037. /**
  93038. * The video instance used by the texture internally
  93039. */
  93040. readonly video: HTMLVideoElement;
  93041. private _onUserActionRequestedObservable;
  93042. /**
  93043. * Event triggerd when a dom action is required by the user to play the video.
  93044. * This happens due to recent changes in browser policies preventing video to auto start.
  93045. */
  93046. readonly onUserActionRequestedObservable: Observable<Texture>;
  93047. private _generateMipMaps;
  93048. private _engine;
  93049. private _stillImageCaptured;
  93050. private _displayingPosterTexture;
  93051. private _settings;
  93052. private _createInternalTextureOnEvent;
  93053. /**
  93054. * Creates a video texture.
  93055. * If you want to display a video in your scene, this is the special texture for that.
  93056. * This special texture works similar to other textures, with the exception of a few parameters.
  93057. * @see https://doc.babylonjs.com/how_to/video_texture
  93058. * @param name optional name, will detect from video source, if not defined
  93059. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93060. * @param scene is obviously the current scene.
  93061. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93062. * @param invertY is false by default but can be used to invert video on Y axis
  93063. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93064. * @param settings allows finer control over video usage
  93065. */
  93066. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93067. private _getName;
  93068. private _getVideo;
  93069. private _createInternalTexture;
  93070. private reset;
  93071. /**
  93072. * @hidden Internal method to initiate `update`.
  93073. */
  93074. _rebuild(): void;
  93075. /**
  93076. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93077. */
  93078. update(): void;
  93079. /**
  93080. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93081. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93082. */
  93083. updateTexture(isVisible: boolean): void;
  93084. protected _updateInternalTexture: () => void;
  93085. /**
  93086. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93087. * @param url New url.
  93088. */
  93089. updateURL(url: string): void;
  93090. /**
  93091. * Dispose the texture and release its associated resources.
  93092. */
  93093. dispose(): void;
  93094. /**
  93095. * Creates a video texture straight from a stream.
  93096. * @param scene Define the scene the texture should be created in
  93097. * @param stream Define the stream the texture should be created from
  93098. * @returns The created video texture as a promise
  93099. */
  93100. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93101. /**
  93102. * Creates a video texture straight from your WebCam video feed.
  93103. * @param scene Define the scene the texture should be created in
  93104. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93105. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93106. * @returns The created video texture as a promise
  93107. */
  93108. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93109. minWidth: number;
  93110. maxWidth: number;
  93111. minHeight: number;
  93112. maxHeight: number;
  93113. deviceId: string;
  93114. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93115. /**
  93116. * Creates a video texture straight from your WebCam video feed.
  93117. * @param scene Define the scene the texture should be created in
  93118. * @param onReady Define a callback to triggered once the texture will be ready
  93119. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93120. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93121. */
  93122. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93123. minWidth: number;
  93124. maxWidth: number;
  93125. minHeight: number;
  93126. maxHeight: number;
  93127. deviceId: string;
  93128. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93129. }
  93130. }
  93131. declare module BABYLON {
  93132. /**
  93133. * Defines the interface used by objects containing a viewport (like a camera)
  93134. */
  93135. interface IViewportOwnerLike {
  93136. /**
  93137. * Gets or sets the viewport
  93138. */
  93139. viewport: IViewportLike;
  93140. }
  93141. /**
  93142. * Interface for attribute information associated with buffer instanciation
  93143. */
  93144. export class InstancingAttributeInfo {
  93145. /**
  93146. * Index/offset of the attribute in the vertex shader
  93147. */
  93148. index: number;
  93149. /**
  93150. * size of the attribute, 1, 2, 3 or 4
  93151. */
  93152. attributeSize: number;
  93153. /**
  93154. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93155. * default is FLOAT
  93156. */
  93157. attribyteType: number;
  93158. /**
  93159. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93160. */
  93161. normalized: boolean;
  93162. /**
  93163. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93164. */
  93165. offset: number;
  93166. /**
  93167. * Name of the GLSL attribute, for debugging purpose only
  93168. */
  93169. attributeName: string;
  93170. }
  93171. /**
  93172. * Define options used to create a depth texture
  93173. */
  93174. export class DepthTextureCreationOptions {
  93175. /** Specifies whether or not a stencil should be allocated in the texture */
  93176. generateStencil?: boolean;
  93177. /** Specifies whether or not bilinear filtering is enable on the texture */
  93178. bilinearFiltering?: boolean;
  93179. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93180. comparisonFunction?: number;
  93181. /** Specifies if the created texture is a cube texture */
  93182. isCube?: boolean;
  93183. }
  93184. /**
  93185. * Class used to describe the capabilities of the engine relatively to the current browser
  93186. */
  93187. export class EngineCapabilities {
  93188. /** Maximum textures units per fragment shader */
  93189. maxTexturesImageUnits: number;
  93190. /** Maximum texture units per vertex shader */
  93191. maxVertexTextureImageUnits: number;
  93192. /** Maximum textures units in the entire pipeline */
  93193. maxCombinedTexturesImageUnits: number;
  93194. /** Maximum texture size */
  93195. maxTextureSize: number;
  93196. /** Maximum cube texture size */
  93197. maxCubemapTextureSize: number;
  93198. /** Maximum render texture size */
  93199. maxRenderTextureSize: number;
  93200. /** Maximum number of vertex attributes */
  93201. maxVertexAttribs: number;
  93202. /** Maximum number of varyings */
  93203. maxVaryingVectors: number;
  93204. /** Maximum number of uniforms per vertex shader */
  93205. maxVertexUniformVectors: number;
  93206. /** Maximum number of uniforms per fragment shader */
  93207. maxFragmentUniformVectors: number;
  93208. /** Defines if standard derivates (dx/dy) are supported */
  93209. standardDerivatives: boolean;
  93210. /** Defines if s3tc texture compression is supported */
  93211. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93212. /** Defines if pvrtc texture compression is supported */
  93213. pvrtc: any;
  93214. /** Defines if etc1 texture compression is supported */
  93215. etc1: any;
  93216. /** Defines if etc2 texture compression is supported */
  93217. etc2: any;
  93218. /** Defines if astc texture compression is supported */
  93219. astc: any;
  93220. /** Defines if float textures are supported */
  93221. textureFloat: boolean;
  93222. /** Defines if vertex array objects are supported */
  93223. vertexArrayObject: boolean;
  93224. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93225. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93226. /** Gets the maximum level of anisotropy supported */
  93227. maxAnisotropy: number;
  93228. /** Defines if instancing is supported */
  93229. instancedArrays: boolean;
  93230. /** Defines if 32 bits indices are supported */
  93231. uintIndices: boolean;
  93232. /** Defines if high precision shaders are supported */
  93233. highPrecisionShaderSupported: boolean;
  93234. /** Defines if depth reading in the fragment shader is supported */
  93235. fragmentDepthSupported: boolean;
  93236. /** Defines if float texture linear filtering is supported*/
  93237. textureFloatLinearFiltering: boolean;
  93238. /** Defines if rendering to float textures is supported */
  93239. textureFloatRender: boolean;
  93240. /** Defines if half float textures are supported*/
  93241. textureHalfFloat: boolean;
  93242. /** Defines if half float texture linear filtering is supported*/
  93243. textureHalfFloatLinearFiltering: boolean;
  93244. /** Defines if rendering to half float textures is supported */
  93245. textureHalfFloatRender: boolean;
  93246. /** Defines if textureLOD shader command is supported */
  93247. textureLOD: boolean;
  93248. /** Defines if draw buffers extension is supported */
  93249. drawBuffersExtension: boolean;
  93250. /** Defines if depth textures are supported */
  93251. depthTextureExtension: boolean;
  93252. /** Defines if float color buffer are supported */
  93253. colorBufferFloat: boolean;
  93254. /** Gets disjoint timer query extension (null if not supported) */
  93255. timerQuery: EXT_disjoint_timer_query;
  93256. /** Defines if timestamp can be used with timer query */
  93257. canUseTimestampForTimerQuery: boolean;
  93258. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93259. multiview: any;
  93260. /** Function used to let the system compiles shaders in background */
  93261. parallelShaderCompile: {
  93262. COMPLETION_STATUS_KHR: number;
  93263. };
  93264. }
  93265. /** Interface defining initialization parameters for Engine class */
  93266. export interface EngineOptions extends WebGLContextAttributes {
  93267. /**
  93268. * Defines if the engine should no exceed a specified device ratio
  93269. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93270. */
  93271. limitDeviceRatio?: number;
  93272. /**
  93273. * Defines if webvr should be enabled automatically
  93274. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93275. */
  93276. autoEnableWebVR?: boolean;
  93277. /**
  93278. * Defines if webgl2 should be turned off even if supported
  93279. * @see http://doc.babylonjs.com/features/webgl2
  93280. */
  93281. disableWebGL2Support?: boolean;
  93282. /**
  93283. * Defines if webaudio should be initialized as well
  93284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93285. */
  93286. audioEngine?: boolean;
  93287. /**
  93288. * Defines if animations should run using a deterministic lock step
  93289. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93290. */
  93291. deterministicLockstep?: boolean;
  93292. /** Defines the maximum steps to use with deterministic lock step mode */
  93293. lockstepMaxSteps?: number;
  93294. /**
  93295. * Defines that engine should ignore context lost events
  93296. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93297. */
  93298. doNotHandleContextLost?: boolean;
  93299. /**
  93300. * Defines that engine should ignore modifying touch action attribute and style
  93301. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93302. */
  93303. doNotHandleTouchAction?: boolean;
  93304. /**
  93305. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93306. */
  93307. useHighPrecisionFloats?: boolean;
  93308. }
  93309. /**
  93310. * Defines the interface used by display changed events
  93311. */
  93312. export interface IDisplayChangedEventArgs {
  93313. /** Gets the vrDisplay object (if any) */
  93314. vrDisplay: Nullable<any>;
  93315. /** Gets a boolean indicating if webVR is supported */
  93316. vrSupported: boolean;
  93317. }
  93318. /**
  93319. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93320. */
  93321. export class Engine {
  93322. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93323. static ExceptionList: ({
  93324. key: string;
  93325. capture: string;
  93326. captureConstraint: number;
  93327. targets: string[];
  93328. } | {
  93329. key: string;
  93330. capture: null;
  93331. captureConstraint: null;
  93332. targets: string[];
  93333. })[];
  93334. /** Gets the list of created engines */
  93335. static readonly Instances: Engine[];
  93336. /**
  93337. * Gets the latest created engine
  93338. */
  93339. static readonly LastCreatedEngine: Nullable<Engine>;
  93340. /**
  93341. * Gets the latest created scene
  93342. */
  93343. static readonly LastCreatedScene: Nullable<Scene>;
  93344. /**
  93345. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93346. * @param flag defines which part of the materials must be marked as dirty
  93347. * @param predicate defines a predicate used to filter which materials should be affected
  93348. */
  93349. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93350. /** @hidden */
  93351. static _TextureLoaders: IInternalTextureLoader[];
  93352. /** Defines that alpha blending is disabled */
  93353. static readonly ALPHA_DISABLE: number;
  93354. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93355. static readonly ALPHA_ADD: number;
  93356. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93357. static readonly ALPHA_COMBINE: number;
  93358. /** Defines that alpha blending to DEST - SRC * DEST */
  93359. static readonly ALPHA_SUBTRACT: number;
  93360. /** Defines that alpha blending to SRC * DEST */
  93361. static readonly ALPHA_MULTIPLY: number;
  93362. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93363. static readonly ALPHA_MAXIMIZED: number;
  93364. /** Defines that alpha blending to SRC + DEST */
  93365. static readonly ALPHA_ONEONE: number;
  93366. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93367. static readonly ALPHA_PREMULTIPLIED: number;
  93368. /**
  93369. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93370. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93371. */
  93372. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93373. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93374. static readonly ALPHA_INTERPOLATE: number;
  93375. /**
  93376. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93377. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93378. */
  93379. static readonly ALPHA_SCREENMODE: number;
  93380. /** Defines that the ressource is not delayed*/
  93381. static readonly DELAYLOADSTATE_NONE: number;
  93382. /** Defines that the ressource was successfully delay loaded */
  93383. static readonly DELAYLOADSTATE_LOADED: number;
  93384. /** Defines that the ressource is currently delay loading */
  93385. static readonly DELAYLOADSTATE_LOADING: number;
  93386. /** Defines that the ressource is delayed and has not started loading */
  93387. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93388. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93389. static readonly NEVER: number;
  93390. /** 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 */
  93391. static readonly ALWAYS: number;
  93392. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93393. static readonly LESS: number;
  93394. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93395. static readonly EQUAL: number;
  93396. /** 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 */
  93397. static readonly LEQUAL: number;
  93398. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93399. static readonly GREATER: number;
  93400. /** 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 */
  93401. static readonly GEQUAL: number;
  93402. /** 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 */
  93403. static readonly NOTEQUAL: number;
  93404. /** Passed to stencilOperation to specify that stencil value must be kept */
  93405. static readonly KEEP: number;
  93406. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93407. static readonly REPLACE: number;
  93408. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93409. static readonly INCR: number;
  93410. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93411. static readonly DECR: number;
  93412. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93413. static readonly INVERT: number;
  93414. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93415. static readonly INCR_WRAP: number;
  93416. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93417. static readonly DECR_WRAP: number;
  93418. /** Texture is not repeating outside of 0..1 UVs */
  93419. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93420. /** Texture is repeating outside of 0..1 UVs */
  93421. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93422. /** Texture is repeating and mirrored */
  93423. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93424. /** ALPHA */
  93425. static readonly TEXTUREFORMAT_ALPHA: number;
  93426. /** LUMINANCE */
  93427. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93428. /** LUMINANCE_ALPHA */
  93429. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93430. /** RGB */
  93431. static readonly TEXTUREFORMAT_RGB: number;
  93432. /** RGBA */
  93433. static readonly TEXTUREFORMAT_RGBA: number;
  93434. /** RED */
  93435. static readonly TEXTUREFORMAT_RED: number;
  93436. /** RED (2nd reference) */
  93437. static readonly TEXTUREFORMAT_R: number;
  93438. /** RG */
  93439. static readonly TEXTUREFORMAT_RG: number;
  93440. /** RED_INTEGER */
  93441. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93442. /** RED_INTEGER (2nd reference) */
  93443. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93444. /** RG_INTEGER */
  93445. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93446. /** RGB_INTEGER */
  93447. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93448. /** RGBA_INTEGER */
  93449. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93450. /** UNSIGNED_BYTE */
  93451. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93452. /** UNSIGNED_BYTE (2nd reference) */
  93453. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93454. /** FLOAT */
  93455. static readonly TEXTURETYPE_FLOAT: number;
  93456. /** HALF_FLOAT */
  93457. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93458. /** BYTE */
  93459. static readonly TEXTURETYPE_BYTE: number;
  93460. /** SHORT */
  93461. static readonly TEXTURETYPE_SHORT: number;
  93462. /** UNSIGNED_SHORT */
  93463. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93464. /** INT */
  93465. static readonly TEXTURETYPE_INT: number;
  93466. /** UNSIGNED_INT */
  93467. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93468. /** UNSIGNED_SHORT_4_4_4_4 */
  93469. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93470. /** UNSIGNED_SHORT_5_5_5_1 */
  93471. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93472. /** UNSIGNED_SHORT_5_6_5 */
  93473. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93474. /** UNSIGNED_INT_2_10_10_10_REV */
  93475. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93476. /** UNSIGNED_INT_24_8 */
  93477. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93478. /** UNSIGNED_INT_10F_11F_11F_REV */
  93479. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93480. /** UNSIGNED_INT_5_9_9_9_REV */
  93481. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93482. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93483. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93484. /** nearest is mag = nearest and min = nearest and mip = linear */
  93485. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93486. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93487. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93488. /** Trilinear is mag = linear and min = linear and mip = linear */
  93489. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93490. /** nearest is mag = nearest and min = nearest and mip = linear */
  93491. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93492. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93493. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93494. /** Trilinear is mag = linear and min = linear and mip = linear */
  93495. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93496. /** mag = nearest and min = nearest and mip = nearest */
  93497. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93498. /** mag = nearest and min = linear and mip = nearest */
  93499. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93500. /** mag = nearest and min = linear and mip = linear */
  93501. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93502. /** mag = nearest and min = linear and mip = none */
  93503. static readonly TEXTURE_NEAREST_LINEAR: number;
  93504. /** mag = nearest and min = nearest and mip = none */
  93505. static readonly TEXTURE_NEAREST_NEAREST: number;
  93506. /** mag = linear and min = nearest and mip = nearest */
  93507. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93508. /** mag = linear and min = nearest and mip = linear */
  93509. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93510. /** mag = linear and min = linear and mip = none */
  93511. static readonly TEXTURE_LINEAR_LINEAR: number;
  93512. /** mag = linear and min = nearest and mip = none */
  93513. static readonly TEXTURE_LINEAR_NEAREST: number;
  93514. /** Explicit coordinates mode */
  93515. static readonly TEXTURE_EXPLICIT_MODE: number;
  93516. /** Spherical coordinates mode */
  93517. static readonly TEXTURE_SPHERICAL_MODE: number;
  93518. /** Planar coordinates mode */
  93519. static readonly TEXTURE_PLANAR_MODE: number;
  93520. /** Cubic coordinates mode */
  93521. static readonly TEXTURE_CUBIC_MODE: number;
  93522. /** Projection coordinates mode */
  93523. static readonly TEXTURE_PROJECTION_MODE: number;
  93524. /** Skybox coordinates mode */
  93525. static readonly TEXTURE_SKYBOX_MODE: number;
  93526. /** Inverse Cubic coordinates mode */
  93527. static readonly TEXTURE_INVCUBIC_MODE: number;
  93528. /** Equirectangular coordinates mode */
  93529. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93530. /** Equirectangular Fixed coordinates mode */
  93531. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93532. /** Equirectangular Fixed Mirrored coordinates mode */
  93533. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93534. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93535. static readonly SCALEMODE_FLOOR: number;
  93536. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93537. static readonly SCALEMODE_NEAREST: number;
  93538. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93539. static readonly SCALEMODE_CEILING: number;
  93540. /**
  93541. * Returns the current npm package of the sdk
  93542. */
  93543. static readonly NpmPackage: string;
  93544. /**
  93545. * Returns the current version of the framework
  93546. */
  93547. static readonly Version: string;
  93548. /**
  93549. * Returns a string describing the current engine
  93550. */
  93551. readonly description: string;
  93552. /**
  93553. * Gets or sets the epsilon value used by collision engine
  93554. */
  93555. static CollisionsEpsilon: number;
  93556. /**
  93557. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93558. */
  93559. static ShadersRepository: string;
  93560. /**
  93561. * Method called to create the default loading screen.
  93562. * This can be overriden in your own app.
  93563. * @param canvas The rendering canvas element
  93564. * @returns The loading screen
  93565. */
  93566. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93567. /**
  93568. * Method called to create the default rescale post process on each engine.
  93569. */
  93570. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93571. /** @hidden */
  93572. _shaderProcessor: IShaderProcessor;
  93573. /**
  93574. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93575. */
  93576. forcePOTTextures: boolean;
  93577. /**
  93578. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93579. */
  93580. isFullscreen: boolean;
  93581. /**
  93582. * Gets a boolean indicating if the pointer is currently locked
  93583. */
  93584. isPointerLock: boolean;
  93585. /**
  93586. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93587. */
  93588. cullBackFaces: boolean;
  93589. /**
  93590. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93591. */
  93592. renderEvenInBackground: boolean;
  93593. /**
  93594. * Gets or sets a boolean indicating that cache can be kept between frames
  93595. */
  93596. preventCacheWipeBetweenFrames: boolean;
  93597. /**
  93598. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93599. **/
  93600. enableOfflineSupport: boolean;
  93601. /**
  93602. * 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)
  93603. **/
  93604. disableManifestCheck: boolean;
  93605. /**
  93606. * Gets the list of created scenes
  93607. */
  93608. scenes: Scene[];
  93609. /**
  93610. * Event raised when a new scene is created
  93611. */
  93612. onNewSceneAddedObservable: Observable<Scene>;
  93613. /**
  93614. * Gets the list of created postprocesses
  93615. */
  93616. postProcesses: PostProcess[];
  93617. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93618. validateShaderPrograms: boolean;
  93619. /**
  93620. * Observable event triggered each time the rendering canvas is resized
  93621. */
  93622. onResizeObservable: Observable<Engine>;
  93623. /**
  93624. * Observable event triggered each time the canvas loses focus
  93625. */
  93626. onCanvasBlurObservable: Observable<Engine>;
  93627. /**
  93628. * Observable event triggered each time the canvas gains focus
  93629. */
  93630. onCanvasFocusObservable: Observable<Engine>;
  93631. /**
  93632. * Observable event triggered each time the canvas receives pointerout event
  93633. */
  93634. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93635. /**
  93636. * Observable event triggered before each texture is initialized
  93637. */
  93638. onBeforeTextureInitObservable: Observable<Texture>;
  93639. /**
  93640. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93641. */
  93642. disableUniformBuffers: boolean;
  93643. /** @hidden */
  93644. _uniformBuffers: UniformBuffer[];
  93645. /**
  93646. * Gets a boolean indicating that the engine supports uniform buffers
  93647. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93648. */
  93649. readonly supportsUniformBuffers: boolean;
  93650. /**
  93651. * Observable raised when the engine begins a new frame
  93652. */
  93653. onBeginFrameObservable: Observable<Engine>;
  93654. /**
  93655. * If set, will be used to request the next animation frame for the render loop
  93656. */
  93657. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93658. /**
  93659. * Observable raised when the engine ends the current frame
  93660. */
  93661. onEndFrameObservable: Observable<Engine>;
  93662. /**
  93663. * Observable raised when the engine is about to compile a shader
  93664. */
  93665. onBeforeShaderCompilationObservable: Observable<Engine>;
  93666. /**
  93667. * Observable raised when the engine has jsut compiled a shader
  93668. */
  93669. onAfterShaderCompilationObservable: Observable<Engine>;
  93670. /** @hidden */
  93671. _gl: WebGLRenderingContext;
  93672. private _renderingCanvas;
  93673. private _windowIsBackground;
  93674. private _webGLVersion;
  93675. protected _highPrecisionShadersAllowed: boolean;
  93676. /** @hidden */
  93677. readonly _shouldUseHighPrecisionShader: boolean;
  93678. /**
  93679. * Gets a boolean indicating that only power of 2 textures are supported
  93680. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93681. */
  93682. readonly needPOTTextures: boolean;
  93683. /** @hidden */
  93684. _badOS: boolean;
  93685. /** @hidden */
  93686. _badDesktopOS: boolean;
  93687. /**
  93688. * Gets the audio engine
  93689. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93690. * @ignorenaming
  93691. */
  93692. static audioEngine: IAudioEngine;
  93693. /**
  93694. * Default AudioEngine factory responsible of creating the Audio Engine.
  93695. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93696. */
  93697. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93698. /**
  93699. * Default offline support factory responsible of creating a tool used to store data locally.
  93700. * By default, this will create a Database object if the workload has been embedded.
  93701. */
  93702. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93703. private _onFocus;
  93704. private _onBlur;
  93705. private _onCanvasPointerOut;
  93706. private _onCanvasBlur;
  93707. private _onCanvasFocus;
  93708. private _onFullscreenChange;
  93709. private _onPointerLockChange;
  93710. private _hardwareScalingLevel;
  93711. /** @hidden */
  93712. _caps: EngineCapabilities;
  93713. private _pointerLockRequested;
  93714. private _isStencilEnable;
  93715. private _colorWrite;
  93716. private _loadingScreen;
  93717. /** @hidden */
  93718. _drawCalls: PerfCounter;
  93719. private _glVersion;
  93720. private _glRenderer;
  93721. private _glVendor;
  93722. private _videoTextureSupported;
  93723. private _renderingQueueLaunched;
  93724. private _activeRenderLoops;
  93725. private _deterministicLockstep;
  93726. private _lockstepMaxSteps;
  93727. /**
  93728. * Observable signaled when a context lost event is raised
  93729. */
  93730. onContextLostObservable: Observable<Engine>;
  93731. /**
  93732. * Observable signaled when a context restored event is raised
  93733. */
  93734. onContextRestoredObservable: Observable<Engine>;
  93735. private _onContextLost;
  93736. private _onContextRestored;
  93737. private _contextWasLost;
  93738. /** @hidden */
  93739. _doNotHandleContextLost: boolean;
  93740. /**
  93741. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93742. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  93743. */
  93744. doNotHandleContextLost: boolean;
  93745. private _performanceMonitor;
  93746. private _fps;
  93747. private _deltaTime;
  93748. /**
  93749. * Turn this value on if you want to pause FPS computation when in background
  93750. */
  93751. disablePerformanceMonitorInBackground: boolean;
  93752. /**
  93753. * Gets the performance monitor attached to this engine
  93754. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  93755. */
  93756. readonly performanceMonitor: PerformanceMonitor;
  93757. /**
  93758. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  93759. */
  93760. disableVertexArrayObjects: boolean;
  93761. /** @hidden */
  93762. protected _depthCullingState: _DepthCullingState;
  93763. /** @hidden */
  93764. protected _stencilState: _StencilState;
  93765. /** @hidden */
  93766. protected _alphaState: _AlphaState;
  93767. /** @hidden */
  93768. protected _alphaMode: number;
  93769. /** @hidden */
  93770. _internalTexturesCache: InternalTexture[];
  93771. /** @hidden */
  93772. protected _activeChannel: number;
  93773. private _currentTextureChannel;
  93774. /** @hidden */
  93775. protected _boundTexturesCache: {
  93776. [key: string]: Nullable<InternalTexture>;
  93777. };
  93778. /** @hidden */
  93779. protected _currentEffect: Nullable<Effect>;
  93780. /** @hidden */
  93781. protected _currentProgram: Nullable<WebGLProgram>;
  93782. private _compiledEffects;
  93783. private _vertexAttribArraysEnabled;
  93784. /** @hidden */
  93785. protected _cachedViewport: Nullable<IViewportLike>;
  93786. private _cachedVertexArrayObject;
  93787. /** @hidden */
  93788. protected _cachedVertexBuffers: any;
  93789. /** @hidden */
  93790. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  93791. /** @hidden */
  93792. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  93793. /** @hidden */
  93794. _currentRenderTarget: Nullable<InternalTexture>;
  93795. private _uintIndicesCurrentlySet;
  93796. private _currentBoundBuffer;
  93797. /** @hidden */
  93798. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  93799. private _currentBufferPointers;
  93800. private _currentInstanceLocations;
  93801. private _currentInstanceBuffers;
  93802. private _textureUnits;
  93803. /** @hidden */
  93804. _workingCanvas: Nullable<HTMLCanvasElement>;
  93805. /** @hidden */
  93806. _workingContext: Nullable<CanvasRenderingContext2D>;
  93807. private _rescalePostProcess;
  93808. private _dummyFramebuffer;
  93809. private _externalData;
  93810. /** @hidden */
  93811. _bindedRenderFunction: any;
  93812. private _vaoRecordInProgress;
  93813. private _mustWipeVertexAttributes;
  93814. private _emptyTexture;
  93815. private _emptyCubeTexture;
  93816. private _emptyTexture3D;
  93817. /** @hidden */
  93818. _frameHandler: number;
  93819. private _nextFreeTextureSlots;
  93820. private _maxSimultaneousTextures;
  93821. private _activeRequests;
  93822. private _texturesSupported;
  93823. /** @hidden */
  93824. _textureFormatInUse: Nullable<string>;
  93825. /**
  93826. * Gets the list of texture formats supported
  93827. */
  93828. readonly texturesSupported: Array<string>;
  93829. /**
  93830. * Gets the list of texture formats in use
  93831. */
  93832. readonly textureFormatInUse: Nullable<string>;
  93833. /**
  93834. * Gets the current viewport
  93835. */
  93836. readonly currentViewport: Nullable<IViewportLike>;
  93837. /**
  93838. * Gets the default empty texture
  93839. */
  93840. readonly emptyTexture: InternalTexture;
  93841. /**
  93842. * Gets the default empty 3D texture
  93843. */
  93844. readonly emptyTexture3D: InternalTexture;
  93845. /**
  93846. * Gets the default empty cube texture
  93847. */
  93848. readonly emptyCubeTexture: InternalTexture;
  93849. /**
  93850. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  93851. */
  93852. readonly premultipliedAlpha: boolean;
  93853. /**
  93854. * Creates a new engine
  93855. * @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
  93856. * @param antialias defines enable antialiasing (default: false)
  93857. * @param options defines further options to be sent to the getContext() function
  93858. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  93859. */
  93860. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  93861. /**
  93862. * Initializes a webVR display and starts listening to display change events
  93863. * The onVRDisplayChangedObservable will be notified upon these changes
  93864. * @returns The onVRDisplayChangedObservable
  93865. */
  93866. initWebVR(): Observable<IDisplayChangedEventArgs>;
  93867. /** @hidden */
  93868. _prepareVRComponent(): void;
  93869. /** @hidden */
  93870. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  93871. /** @hidden */
  93872. _submitVRFrame(): void;
  93873. /**
  93874. * Call this function to leave webVR mode
  93875. * Will do nothing if webVR is not supported or if there is no webVR device
  93876. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93877. */
  93878. disableVR(): void;
  93879. /**
  93880. * Gets a boolean indicating that the system is in VR mode and is presenting
  93881. * @returns true if VR mode is engaged
  93882. */
  93883. isVRPresenting(): boolean;
  93884. /** @hidden */
  93885. _requestVRFrame(): void;
  93886. private _disableTouchAction;
  93887. private _rebuildInternalTextures;
  93888. private _rebuildEffects;
  93889. /**
  93890. * Gets a boolean indicating if all created effects are ready
  93891. * @returns true if all effects are ready
  93892. */
  93893. areAllEffectsReady(): boolean;
  93894. private _rebuildBuffers;
  93895. private _initGLContext;
  93896. /**
  93897. * Gets version of the current webGL context
  93898. */
  93899. readonly webGLVersion: number;
  93900. /**
  93901. * Gets a string idenfifying the name of the class
  93902. * @returns "Engine" string
  93903. */
  93904. getClassName(): string;
  93905. /**
  93906. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  93907. */
  93908. readonly isStencilEnable: boolean;
  93909. /** @hidden */
  93910. _prepareWorkingCanvas(): void;
  93911. /**
  93912. * Reset the texture cache to empty state
  93913. */
  93914. resetTextureCache(): void;
  93915. /**
  93916. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  93917. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93918. * @returns true if engine is in deterministic lock step mode
  93919. */
  93920. isDeterministicLockStep(): boolean;
  93921. /**
  93922. * Gets the max steps when engine is running in deterministic lock step
  93923. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93924. * @returns the max steps
  93925. */
  93926. getLockstepMaxSteps(): number;
  93927. /**
  93928. * Gets an object containing information about the current webGL context
  93929. * @returns an object containing the vender, the renderer and the version of the current webGL context
  93930. */
  93931. getGlInfo(): {
  93932. vendor: string;
  93933. renderer: string;
  93934. version: string;
  93935. };
  93936. /**
  93937. * Gets current aspect ratio
  93938. * @param viewportOwner defines the camera to use to get the aspect ratio
  93939. * @param useScreen defines if screen size must be used (or the current render target if any)
  93940. * @returns a number defining the aspect ratio
  93941. */
  93942. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  93943. /**
  93944. * Gets current screen aspect ratio
  93945. * @returns a number defining the aspect ratio
  93946. */
  93947. getScreenAspectRatio(): number;
  93948. /**
  93949. * Gets the current render width
  93950. * @param useScreen defines if screen size must be used (or the current render target if any)
  93951. * @returns a number defining the current render width
  93952. */
  93953. getRenderWidth(useScreen?: boolean): number;
  93954. /**
  93955. * Gets the current render height
  93956. * @param useScreen defines if screen size must be used (or the current render target if any)
  93957. * @returns a number defining the current render height
  93958. */
  93959. getRenderHeight(useScreen?: boolean): number;
  93960. /**
  93961. * Gets the HTML canvas attached with the current webGL context
  93962. * @returns a HTML canvas
  93963. */
  93964. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  93965. /**
  93966. * Gets the client rect of the HTML canvas attached with the current webGL context
  93967. * @returns a client rectanglee
  93968. */
  93969. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  93970. /**
  93971. * Defines the hardware scaling level.
  93972. * By default the hardware scaling level is computed from the window device ratio.
  93973. * 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.
  93974. * @param level defines the level to use
  93975. */
  93976. setHardwareScalingLevel(level: number): void;
  93977. /**
  93978. * Gets the current hardware scaling level.
  93979. * By default the hardware scaling level is computed from the window device ratio.
  93980. * 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.
  93981. * @returns a number indicating the current hardware scaling level
  93982. */
  93983. getHardwareScalingLevel(): number;
  93984. /**
  93985. * Gets the list of loaded textures
  93986. * @returns an array containing all loaded textures
  93987. */
  93988. getLoadedTexturesCache(): InternalTexture[];
  93989. /**
  93990. * Gets the object containing all engine capabilities
  93991. * @returns the EngineCapabilities object
  93992. */
  93993. getCaps(): EngineCapabilities;
  93994. /**
  93995. * Gets the current depth function
  93996. * @returns a number defining the depth function
  93997. */
  93998. getDepthFunction(): Nullable<number>;
  93999. /**
  94000. * Sets the current depth function
  94001. * @param depthFunc defines the function to use
  94002. */
  94003. setDepthFunction(depthFunc: number): void;
  94004. /**
  94005. * Sets the current depth function to GREATER
  94006. */
  94007. setDepthFunctionToGreater(): void;
  94008. /**
  94009. * Sets the current depth function to GEQUAL
  94010. */
  94011. setDepthFunctionToGreaterOrEqual(): void;
  94012. /**
  94013. * Sets the current depth function to LESS
  94014. */
  94015. setDepthFunctionToLess(): void;
  94016. private _cachedStencilBuffer;
  94017. private _cachedStencilFunction;
  94018. private _cachedStencilMask;
  94019. private _cachedStencilOperationPass;
  94020. private _cachedStencilOperationFail;
  94021. private _cachedStencilOperationDepthFail;
  94022. private _cachedStencilReference;
  94023. /**
  94024. * Caches the the state of the stencil buffer
  94025. */
  94026. cacheStencilState(): void;
  94027. /**
  94028. * Restores the state of the stencil buffer
  94029. */
  94030. restoreStencilState(): void;
  94031. /**
  94032. * Sets the current depth function to LEQUAL
  94033. */
  94034. setDepthFunctionToLessOrEqual(): void;
  94035. /**
  94036. * Gets a boolean indicating if stencil buffer is enabled
  94037. * @returns the current stencil buffer state
  94038. */
  94039. getStencilBuffer(): boolean;
  94040. /**
  94041. * Enable or disable the stencil buffer
  94042. * @param enable defines if the stencil buffer must be enabled or disabled
  94043. */
  94044. setStencilBuffer(enable: boolean): void;
  94045. /**
  94046. * Gets the current stencil mask
  94047. * @returns a number defining the new stencil mask to use
  94048. */
  94049. getStencilMask(): number;
  94050. /**
  94051. * Sets the current stencil mask
  94052. * @param mask defines the new stencil mask to use
  94053. */
  94054. setStencilMask(mask: number): void;
  94055. /**
  94056. * Gets the current stencil function
  94057. * @returns a number defining the stencil function to use
  94058. */
  94059. getStencilFunction(): number;
  94060. /**
  94061. * Gets the current stencil reference value
  94062. * @returns a number defining the stencil reference value to use
  94063. */
  94064. getStencilFunctionReference(): number;
  94065. /**
  94066. * Gets the current stencil mask
  94067. * @returns a number defining the stencil mask to use
  94068. */
  94069. getStencilFunctionMask(): number;
  94070. /**
  94071. * Sets the current stencil function
  94072. * @param stencilFunc defines the new stencil function to use
  94073. */
  94074. setStencilFunction(stencilFunc: number): void;
  94075. /**
  94076. * Sets the current stencil reference
  94077. * @param reference defines the new stencil reference to use
  94078. */
  94079. setStencilFunctionReference(reference: number): void;
  94080. /**
  94081. * Sets the current stencil mask
  94082. * @param mask defines the new stencil mask to use
  94083. */
  94084. setStencilFunctionMask(mask: number): void;
  94085. /**
  94086. * Gets the current stencil operation when stencil fails
  94087. * @returns a number defining stencil operation to use when stencil fails
  94088. */
  94089. getStencilOperationFail(): number;
  94090. /**
  94091. * Gets the current stencil operation when depth fails
  94092. * @returns a number defining stencil operation to use when depth fails
  94093. */
  94094. getStencilOperationDepthFail(): number;
  94095. /**
  94096. * Gets the current stencil operation when stencil passes
  94097. * @returns a number defining stencil operation to use when stencil passes
  94098. */
  94099. getStencilOperationPass(): number;
  94100. /**
  94101. * Sets the stencil operation to use when stencil fails
  94102. * @param operation defines the stencil operation to use when stencil fails
  94103. */
  94104. setStencilOperationFail(operation: number): void;
  94105. /**
  94106. * Sets the stencil operation to use when depth fails
  94107. * @param operation defines the stencil operation to use when depth fails
  94108. */
  94109. setStencilOperationDepthFail(operation: number): void;
  94110. /**
  94111. * Sets the stencil operation to use when stencil passes
  94112. * @param operation defines the stencil operation to use when stencil passes
  94113. */
  94114. setStencilOperationPass(operation: number): void;
  94115. /**
  94116. * Sets a boolean indicating if the dithering state is enabled or disabled
  94117. * @param value defines the dithering state
  94118. */
  94119. setDitheringState(value: boolean): void;
  94120. /**
  94121. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94122. * @param value defines the rasterizer state
  94123. */
  94124. setRasterizerState(value: boolean): void;
  94125. /**
  94126. * stop executing a render loop function and remove it from the execution array
  94127. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94128. */
  94129. stopRenderLoop(renderFunction?: () => void): void;
  94130. /** @hidden */
  94131. _renderLoop(): void;
  94132. /**
  94133. * Register and execute a render loop. The engine can have more than one render function
  94134. * @param renderFunction defines the function to continuously execute
  94135. */
  94136. runRenderLoop(renderFunction: () => void): void;
  94137. /**
  94138. * Toggle full screen mode
  94139. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94140. */
  94141. switchFullscreen(requestPointerLock: boolean): void;
  94142. /**
  94143. * Enters full screen mode
  94144. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94145. */
  94146. enterFullscreen(requestPointerLock: boolean): void;
  94147. /**
  94148. * Exits full screen mode
  94149. */
  94150. exitFullscreen(): void;
  94151. /**
  94152. * Enters Pointerlock mode
  94153. */
  94154. enterPointerlock(): void;
  94155. /**
  94156. * Exits Pointerlock mode
  94157. */
  94158. exitPointerlock(): void;
  94159. /**
  94160. * Clear the current render buffer or the current render target (if any is set up)
  94161. * @param color defines the color to use
  94162. * @param backBuffer defines if the back buffer must be cleared
  94163. * @param depth defines if the depth buffer must be cleared
  94164. * @param stencil defines if the stencil buffer must be cleared
  94165. */
  94166. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94167. /**
  94168. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94169. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94170. * @param y defines the y-coordinate of the corner of the clear rectangle
  94171. * @param width defines the width of the clear rectangle
  94172. * @param height defines the height of the clear rectangle
  94173. * @param clearColor defines the clear color
  94174. */
  94175. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94176. /**
  94177. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94178. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94179. * @param y defines the y-coordinate of the corner of the clear rectangle
  94180. * @param width defines the width of the clear rectangle
  94181. * @param height defines the height of the clear rectangle
  94182. */
  94183. enableScissor(x: number, y: number, width: number, height: number): void;
  94184. /**
  94185. * Disable previously set scissor test rectangle
  94186. */
  94187. disableScissor(): void;
  94188. private _viewportCached;
  94189. /** @hidden */
  94190. _viewport(x: number, y: number, width: number, height: number): void;
  94191. /**
  94192. * Set the WebGL's viewport
  94193. * @param viewport defines the viewport element to be used
  94194. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94195. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94196. */
  94197. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94198. /**
  94199. * Directly set the WebGL Viewport
  94200. * @param x defines the x coordinate of the viewport (in screen space)
  94201. * @param y defines the y coordinate of the viewport (in screen space)
  94202. * @param width defines the width of the viewport (in screen space)
  94203. * @param height defines the height of the viewport (in screen space)
  94204. * @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
  94205. */
  94206. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94207. /**
  94208. * Begin a new frame
  94209. */
  94210. beginFrame(): void;
  94211. /**
  94212. * Enf the current frame
  94213. */
  94214. endFrame(): void;
  94215. /**
  94216. * Resize the view according to the canvas' size
  94217. */
  94218. resize(): void;
  94219. /**
  94220. * Force a specific size of the canvas
  94221. * @param width defines the new canvas' width
  94222. * @param height defines the new canvas' height
  94223. */
  94224. setSize(width: number, height: number): void;
  94225. /**
  94226. * Binds the frame buffer to the specified texture.
  94227. * @param texture The texture to render to or null for the default canvas
  94228. * @param faceIndex The face of the texture to render to in case of cube texture
  94229. * @param requiredWidth The width of the target to render to
  94230. * @param requiredHeight The height of the target to render to
  94231. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94232. * @param depthStencilTexture The depth stencil texture to use to render
  94233. * @param lodLevel defines le lod level to bind to the frame buffer
  94234. */
  94235. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94236. /** @hidden */
  94237. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94238. /**
  94239. * Unbind the current render target texture from the webGL context
  94240. * @param texture defines the render target texture to unbind
  94241. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94242. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94243. */
  94244. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94245. /**
  94246. * Force the mipmap generation for the given render target texture
  94247. * @param texture defines the render target texture to use
  94248. */
  94249. generateMipMapsForCubemap(texture: InternalTexture): void;
  94250. /**
  94251. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94252. */
  94253. flushFramebuffer(): void;
  94254. /**
  94255. * Unbind the current render target and bind the default framebuffer
  94256. */
  94257. restoreDefaultFramebuffer(): void;
  94258. /**
  94259. * Create an uniform buffer
  94260. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94261. * @param elements defines the content of the uniform buffer
  94262. * @returns the webGL uniform buffer
  94263. */
  94264. createUniformBuffer(elements: FloatArray): DataBuffer;
  94265. /**
  94266. * Create a dynamic uniform buffer
  94267. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94268. * @param elements defines the content of the uniform buffer
  94269. * @returns the webGL uniform buffer
  94270. */
  94271. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94272. /**
  94273. * Update an existing uniform buffer
  94274. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94275. * @param uniformBuffer defines the target uniform buffer
  94276. * @param elements defines the content to update
  94277. * @param offset defines the offset in the uniform buffer where update should start
  94278. * @param count defines the size of the data to update
  94279. */
  94280. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94281. private _resetVertexBufferBinding;
  94282. /**
  94283. * Creates a vertex buffer
  94284. * @param data the data for the vertex buffer
  94285. * @returns the new WebGL static buffer
  94286. */
  94287. createVertexBuffer(data: DataArray): DataBuffer;
  94288. /**
  94289. * Creates a dynamic vertex buffer
  94290. * @param data the data for the dynamic vertex buffer
  94291. * @returns the new WebGL dynamic buffer
  94292. */
  94293. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94294. /**
  94295. * Update a dynamic index buffer
  94296. * @param indexBuffer defines the target index buffer
  94297. * @param indices defines the data to update
  94298. * @param offset defines the offset in the target index buffer where update should start
  94299. */
  94300. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94301. /**
  94302. * Updates a dynamic vertex buffer.
  94303. * @param vertexBuffer the vertex buffer to update
  94304. * @param data the data used to update the vertex buffer
  94305. * @param byteOffset the byte offset of the data
  94306. * @param byteLength the byte length of the data
  94307. */
  94308. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94309. private _resetIndexBufferBinding;
  94310. /**
  94311. * Creates a new index buffer
  94312. * @param indices defines the content of the index buffer
  94313. * @param updatable defines if the index buffer must be updatable
  94314. * @returns a new webGL buffer
  94315. */
  94316. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94317. /**
  94318. * Bind a webGL buffer to the webGL context
  94319. * @param buffer defines the buffer to bind
  94320. */
  94321. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94322. /**
  94323. * Bind an uniform buffer to the current webGL context
  94324. * @param buffer defines the buffer to bind
  94325. */
  94326. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94327. /**
  94328. * Bind a buffer to the current webGL context at a given location
  94329. * @param buffer defines the buffer to bind
  94330. * @param location defines the index where to bind the buffer
  94331. */
  94332. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94333. /**
  94334. * Bind a specific block at a given index in a specific shader program
  94335. * @param pipelineContext defines the pipeline context to use
  94336. * @param blockName defines the block name
  94337. * @param index defines the index where to bind the block
  94338. */
  94339. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94340. private bindIndexBuffer;
  94341. private bindBuffer;
  94342. /**
  94343. * update the bound buffer with the given data
  94344. * @param data defines the data to update
  94345. */
  94346. updateArrayBuffer(data: Float32Array): void;
  94347. private _vertexAttribPointer;
  94348. private _bindIndexBufferWithCache;
  94349. private _bindVertexBuffersAttributes;
  94350. /**
  94351. * Records a vertex array object
  94352. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94353. * @param vertexBuffers defines the list of vertex buffers to store
  94354. * @param indexBuffer defines the index buffer to store
  94355. * @param effect defines the effect to store
  94356. * @returns the new vertex array object
  94357. */
  94358. recordVertexArrayObject(vertexBuffers: {
  94359. [key: string]: VertexBuffer;
  94360. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94361. /**
  94362. * Bind a specific vertex array object
  94363. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94364. * @param vertexArrayObject defines the vertex array object to bind
  94365. * @param indexBuffer defines the index buffer to bind
  94366. */
  94367. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94368. /**
  94369. * Bind webGl buffers directly to the webGL context
  94370. * @param vertexBuffer defines the vertex buffer to bind
  94371. * @param indexBuffer defines the index buffer to bind
  94372. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94373. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94374. * @param effect defines the effect associated with the vertex buffer
  94375. */
  94376. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94377. private _unbindVertexArrayObject;
  94378. /**
  94379. * Bind a list of vertex buffers to the webGL context
  94380. * @param vertexBuffers defines the list of vertex buffers to bind
  94381. * @param indexBuffer defines the index buffer to bind
  94382. * @param effect defines the effect associated with the vertex buffers
  94383. */
  94384. bindBuffers(vertexBuffers: {
  94385. [key: string]: Nullable<VertexBuffer>;
  94386. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94387. /**
  94388. * Unbind all instance attributes
  94389. */
  94390. unbindInstanceAttributes(): void;
  94391. /**
  94392. * Release and free the memory of a vertex array object
  94393. * @param vao defines the vertex array object to delete
  94394. */
  94395. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94396. /** @hidden */
  94397. _releaseBuffer(buffer: DataBuffer): boolean;
  94398. /**
  94399. * Creates a webGL buffer to use with instanciation
  94400. * @param capacity defines the size of the buffer
  94401. * @returns the webGL buffer
  94402. */
  94403. createInstancesBuffer(capacity: number): DataBuffer;
  94404. /**
  94405. * Delete a webGL buffer used with instanciation
  94406. * @param buffer defines the webGL buffer to delete
  94407. */
  94408. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94409. /**
  94410. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94411. * @param instancesBuffer defines the webGL buffer to update and bind
  94412. * @param data defines the data to store in the buffer
  94413. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94414. */
  94415. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94416. /**
  94417. * Apply all cached states (depth, culling, stencil and alpha)
  94418. */
  94419. applyStates(): void;
  94420. /**
  94421. * Send a draw order
  94422. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94423. * @param indexStart defines the starting index
  94424. * @param indexCount defines the number of index to draw
  94425. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94426. */
  94427. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94428. /**
  94429. * Draw a list of points
  94430. * @param verticesStart defines the index of first vertex to draw
  94431. * @param verticesCount defines the count of vertices to draw
  94432. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94433. */
  94434. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94435. /**
  94436. * Draw a list of unindexed primitives
  94437. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94438. * @param verticesStart defines the index of first vertex to draw
  94439. * @param verticesCount defines the count of vertices to draw
  94440. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94441. */
  94442. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94443. /**
  94444. * Draw a list of indexed primitives
  94445. * @param fillMode defines the primitive to use
  94446. * @param indexStart defines the starting index
  94447. * @param indexCount defines the number of index to draw
  94448. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94449. */
  94450. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94451. /**
  94452. * Draw a list of unindexed primitives
  94453. * @param fillMode defines the primitive to use
  94454. * @param verticesStart defines the index of first vertex to draw
  94455. * @param verticesCount defines the count of vertices to draw
  94456. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94457. */
  94458. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94459. private _drawMode;
  94460. /** @hidden */
  94461. _releaseEffect(effect: Effect): void;
  94462. /** @hidden */
  94463. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94464. /**
  94465. * Create a new effect (used to store vertex/fragment shaders)
  94466. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94467. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94468. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94469. * @param samplers defines an array of string used to represent textures
  94470. * @param defines defines the string containing the defines to use to compile the shaders
  94471. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94472. * @param onCompiled defines a function to call when the effect creation is successful
  94473. * @param onError defines a function to call when the effect creation has failed
  94474. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94475. * @returns the new Effect
  94476. */
  94477. 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;
  94478. private _compileShader;
  94479. private _compileRawShader;
  94480. /**
  94481. * Directly creates a webGL program
  94482. * @param pipelineContext defines the pipeline context to attach to
  94483. * @param vertexCode defines the vertex shader code to use
  94484. * @param fragmentCode defines the fragment shader code to use
  94485. * @param context defines the webGL context to use (if not set, the current one will be used)
  94486. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94487. * @returns the new webGL program
  94488. */
  94489. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94490. /**
  94491. * Creates a webGL program
  94492. * @param pipelineContext defines the pipeline context to attach to
  94493. * @param vertexCode defines the vertex shader code to use
  94494. * @param fragmentCode defines the fragment shader code to use
  94495. * @param defines defines the string containing the defines to use to compile the shaders
  94496. * @param context defines the webGL context to use (if not set, the current one will be used)
  94497. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94498. * @returns the new webGL program
  94499. */
  94500. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94501. /**
  94502. * Creates a new pipeline context
  94503. * @returns the new pipeline
  94504. */
  94505. createPipelineContext(): WebGLPipelineContext;
  94506. private _createShaderProgram;
  94507. private _finalizePipelineContext;
  94508. /** @hidden */
  94509. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94510. /** @hidden */
  94511. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94512. /** @hidden */
  94513. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94514. /**
  94515. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94516. * @param pipelineContext defines the pipeline context to use
  94517. * @param uniformsNames defines the list of uniform names
  94518. * @returns an array of webGL uniform locations
  94519. */
  94520. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94521. /**
  94522. * Gets the lsit of active attributes for a given webGL program
  94523. * @param pipelineContext defines the pipeline context to use
  94524. * @param attributesNames defines the list of attribute names to get
  94525. * @returns an array of indices indicating the offset of each attribute
  94526. */
  94527. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94528. /**
  94529. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94530. * @param effect defines the effect to activate
  94531. */
  94532. enableEffect(effect: Nullable<Effect>): void;
  94533. /**
  94534. * Set the value of an uniform to an array of int32
  94535. * @param uniform defines the webGL uniform location where to store the value
  94536. * @param array defines the array of int32 to store
  94537. */
  94538. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94539. /**
  94540. * Set the value of an uniform to an array of int32 (stored as vec2)
  94541. * @param uniform defines the webGL uniform location where to store the value
  94542. * @param array defines the array of int32 to store
  94543. */
  94544. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94545. /**
  94546. * Set the value of an uniform to an array of int32 (stored as vec3)
  94547. * @param uniform defines the webGL uniform location where to store the value
  94548. * @param array defines the array of int32 to store
  94549. */
  94550. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94551. /**
  94552. * Set the value of an uniform to an array of int32 (stored as vec4)
  94553. * @param uniform defines the webGL uniform location where to store the value
  94554. * @param array defines the array of int32 to store
  94555. */
  94556. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94557. /**
  94558. * Set the value of an uniform to an array of float32
  94559. * @param uniform defines the webGL uniform location where to store the value
  94560. * @param array defines the array of float32 to store
  94561. */
  94562. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94563. /**
  94564. * Set the value of an uniform to an array of float32 (stored as vec2)
  94565. * @param uniform defines the webGL uniform location where to store the value
  94566. * @param array defines the array of float32 to store
  94567. */
  94568. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94569. /**
  94570. * Set the value of an uniform to an array of float32 (stored as vec3)
  94571. * @param uniform defines the webGL uniform location where to store the value
  94572. * @param array defines the array of float32 to store
  94573. */
  94574. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94575. /**
  94576. * Set the value of an uniform to an array of float32 (stored as vec4)
  94577. * @param uniform defines the webGL uniform location where to store the value
  94578. * @param array defines the array of float32 to store
  94579. */
  94580. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94581. /**
  94582. * Set the value of an uniform to an array of number
  94583. * @param uniform defines the webGL uniform location where to store the value
  94584. * @param array defines the array of number to store
  94585. */
  94586. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94587. /**
  94588. * Set the value of an uniform to an array of number (stored as vec2)
  94589. * @param uniform defines the webGL uniform location where to store the value
  94590. * @param array defines the array of number to store
  94591. */
  94592. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94593. /**
  94594. * Set the value of an uniform to an array of number (stored as vec3)
  94595. * @param uniform defines the webGL uniform location where to store the value
  94596. * @param array defines the array of number to store
  94597. */
  94598. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94599. /**
  94600. * Set the value of an uniform to an array of number (stored as vec4)
  94601. * @param uniform defines the webGL uniform location where to store the value
  94602. * @param array defines the array of number to store
  94603. */
  94604. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94605. /**
  94606. * Set the value of an uniform to an array of float32 (stored as matrices)
  94607. * @param uniform defines the webGL uniform location where to store the value
  94608. * @param matrices defines the array of float32 to store
  94609. */
  94610. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94611. /**
  94612. * Set the value of an uniform to a matrix (3x3)
  94613. * @param uniform defines the webGL uniform location where to store the value
  94614. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94615. */
  94616. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94617. /**
  94618. * Set the value of an uniform to a matrix (2x2)
  94619. * @param uniform defines the webGL uniform location where to store the value
  94620. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94621. */
  94622. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94623. /**
  94624. * Set the value of an uniform to a number (int)
  94625. * @param uniform defines the webGL uniform location where to store the value
  94626. * @param value defines the int number to store
  94627. */
  94628. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94629. /**
  94630. * Set the value of an uniform to a number (float)
  94631. * @param uniform defines the webGL uniform location where to store the value
  94632. * @param value defines the float number to store
  94633. */
  94634. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94635. /**
  94636. * Set the value of an uniform to a vec2
  94637. * @param uniform defines the webGL uniform location where to store the value
  94638. * @param x defines the 1st component of the value
  94639. * @param y defines the 2nd component of the value
  94640. */
  94641. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94642. /**
  94643. * Set the value of an uniform to a vec3
  94644. * @param uniform defines the webGL uniform location where to store the value
  94645. * @param x defines the 1st component of the value
  94646. * @param y defines the 2nd component of the value
  94647. * @param z defines the 3rd component of the value
  94648. */
  94649. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94650. /**
  94651. * Set the value of an uniform to a boolean
  94652. * @param uniform defines the webGL uniform location where to store the value
  94653. * @param bool defines the boolean to store
  94654. */
  94655. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94656. /**
  94657. * Set the value of an uniform to a vec4
  94658. * @param uniform defines the webGL uniform location where to store the value
  94659. * @param x defines the 1st component of the value
  94660. * @param y defines the 2nd component of the value
  94661. * @param z defines the 3rd component of the value
  94662. * @param w defines the 4th component of the value
  94663. */
  94664. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94665. /**
  94666. * Sets a Color4 on a uniform variable
  94667. * @param uniform defines the uniform location
  94668. * @param color4 defines the value to be set
  94669. */
  94670. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94671. /**
  94672. * Set various states to the webGL context
  94673. * @param culling defines backface culling state
  94674. * @param zOffset defines the value to apply to zOffset (0 by default)
  94675. * @param force defines if states must be applied even if cache is up to date
  94676. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94677. */
  94678. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94679. /**
  94680. * Set the z offset to apply to current rendering
  94681. * @param value defines the offset to apply
  94682. */
  94683. setZOffset(value: number): void;
  94684. /**
  94685. * Gets the current value of the zOffset
  94686. * @returns the current zOffset state
  94687. */
  94688. getZOffset(): number;
  94689. /**
  94690. * Enable or disable depth buffering
  94691. * @param enable defines the state to set
  94692. */
  94693. setDepthBuffer(enable: boolean): void;
  94694. /**
  94695. * Gets a boolean indicating if depth writing is enabled
  94696. * @returns the current depth writing state
  94697. */
  94698. getDepthWrite(): boolean;
  94699. /**
  94700. * Enable or disable depth writing
  94701. * @param enable defines the state to set
  94702. */
  94703. setDepthWrite(enable: boolean): void;
  94704. /**
  94705. * Enable or disable color writing
  94706. * @param enable defines the state to set
  94707. */
  94708. setColorWrite(enable: boolean): void;
  94709. /**
  94710. * Gets a boolean indicating if color writing is enabled
  94711. * @returns the current color writing state
  94712. */
  94713. getColorWrite(): boolean;
  94714. /**
  94715. * Sets alpha constants used by some alpha blending modes
  94716. * @param r defines the red component
  94717. * @param g defines the green component
  94718. * @param b defines the blue component
  94719. * @param a defines the alpha component
  94720. */
  94721. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94722. /**
  94723. * Sets the current alpha mode
  94724. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94725. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94726. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94727. */
  94728. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94729. /**
  94730. * Gets the current alpha mode
  94731. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94732. * @returns the current alpha mode
  94733. */
  94734. getAlphaMode(): number;
  94735. /**
  94736. * Clears the list of texture accessible through engine.
  94737. * This can help preventing texture load conflict due to name collision.
  94738. */
  94739. clearInternalTexturesCache(): void;
  94740. /**
  94741. * Force the entire cache to be cleared
  94742. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  94743. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  94744. */
  94745. wipeCaches(bruteForce?: boolean): void;
  94746. /**
  94747. * Set the compressed texture format to use, based on the formats you have, and the formats
  94748. * supported by the hardware / browser.
  94749. *
  94750. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  94751. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  94752. * to API arguments needed to compressed textures. This puts the burden on the container
  94753. * generator to house the arcane code for determining these for current & future formats.
  94754. *
  94755. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94756. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94757. *
  94758. * Note: The result of this call is not taken into account when a texture is base64.
  94759. *
  94760. * @param formatsAvailable defines the list of those format families you have created
  94761. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  94762. *
  94763. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  94764. * @returns The extension selected.
  94765. */
  94766. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  94767. /** @hidden */
  94768. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  94769. min: number;
  94770. mag: number;
  94771. };
  94772. /** @hidden */
  94773. _createTexture(): WebGLTexture;
  94774. /**
  94775. * Usually called from Texture.ts.
  94776. * Passed information to create a WebGLTexture
  94777. * @param urlArg defines a value which contains one of the following:
  94778. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  94779. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  94780. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  94781. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  94782. * @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)
  94783. * @param scene needed for loading to the correct scene
  94784. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  94785. * @param onLoad optional callback to be called upon successful completion
  94786. * @param onError optional callback to be called upon failure
  94787. * @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
  94788. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  94789. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  94790. * @param forcedExtension defines the extension to use to pick the right loader
  94791. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  94792. * @returns a InternalTexture for assignment back into BABYLON.Texture
  94793. */
  94794. 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;
  94795. /**
  94796. * @hidden
  94797. * Rescales a texture
  94798. * @param source input texutre
  94799. * @param destination destination texture
  94800. * @param scene scene to use to render the resize
  94801. * @param internalFormat format to use when resizing
  94802. * @param onComplete callback to be called when resize has completed
  94803. */
  94804. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  94805. private _unpackFlipYCached;
  94806. /**
  94807. * In case you are sharing the context with other applications, it might
  94808. * be interested to not cache the unpack flip y state to ensure a consistent
  94809. * value would be set.
  94810. */
  94811. enableUnpackFlipYCached: boolean;
  94812. /** @hidden */
  94813. _unpackFlipY(value: boolean): void;
  94814. /** @hidden */
  94815. _getUnpackAlignement(): number;
  94816. /**
  94817. * Creates a dynamic texture
  94818. * @param width defines the width of the texture
  94819. * @param height defines the height of the texture
  94820. * @param generateMipMaps defines if the engine should generate the mip levels
  94821. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  94822. * @returns the dynamic texture inside an InternalTexture
  94823. */
  94824. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  94825. /**
  94826. * Update the sampling mode of a given texture
  94827. * @param samplingMode defines the required sampling mode
  94828. * @param texture defines the texture to update
  94829. */
  94830. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  94831. /**
  94832. * Update the content of a dynamic texture
  94833. * @param texture defines the texture to update
  94834. * @param canvas defines the canvas containing the source
  94835. * @param invertY defines if data must be stored with Y axis inverted
  94836. * @param premulAlpha defines if alpha is stored as premultiplied
  94837. * @param format defines the format of the data
  94838. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  94839. */
  94840. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  94841. /**
  94842. * Update a video texture
  94843. * @param texture defines the texture to update
  94844. * @param video defines the video element to use
  94845. * @param invertY defines if data must be stored with Y axis inverted
  94846. */
  94847. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  94848. /**
  94849. * Updates a depth texture Comparison Mode and Function.
  94850. * If the comparison Function is equal to 0, the mode will be set to none.
  94851. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  94852. * @param texture The texture to set the comparison function for
  94853. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  94854. */
  94855. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  94856. /** @hidden */
  94857. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  94858. width: number;
  94859. height: number;
  94860. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  94861. /**
  94862. * Creates a depth stencil texture.
  94863. * This is only available in WebGL 2 or with the depth texture extension available.
  94864. * @param size The size of face edge in the texture.
  94865. * @param options The options defining the texture.
  94866. * @returns The texture
  94867. */
  94868. createDepthStencilTexture(size: number | {
  94869. width: number;
  94870. height: number;
  94871. }, options: DepthTextureCreationOptions): InternalTexture;
  94872. /**
  94873. * Creates a depth stencil texture.
  94874. * This is only available in WebGL 2 or with the depth texture extension available.
  94875. * @param size The size of face edge in the texture.
  94876. * @param options The options defining the texture.
  94877. * @returns The texture
  94878. */
  94879. private _createDepthStencilTexture;
  94880. /**
  94881. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  94882. * @param renderTarget The render target to set the frame buffer for
  94883. */
  94884. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  94885. /**
  94886. * Creates a new render target texture
  94887. * @param size defines the size of the texture
  94888. * @param options defines the options used to create the texture
  94889. * @returns a new render target texture stored in an InternalTexture
  94890. */
  94891. createRenderTargetTexture(size: number | {
  94892. width: number;
  94893. height: number;
  94894. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  94895. /** @hidden */
  94896. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  94897. /**
  94898. * Updates the sample count of a render target texture
  94899. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  94900. * @param texture defines the texture to update
  94901. * @param samples defines the sample count to set
  94902. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  94903. */
  94904. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  94905. /** @hidden */
  94906. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94907. /** @hidden */
  94908. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  94909. /** @hidden */
  94910. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94911. /** @hidden */
  94912. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  94913. /**
  94914. * @hidden
  94915. */
  94916. _setCubeMapTextureParams(loadMipmap: boolean): void;
  94917. private _prepareWebGLTextureContinuation;
  94918. private _prepareWebGLTexture;
  94919. /** @hidden */
  94920. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  94921. /** @hidden */
  94922. _releaseFramebufferObjects(texture: InternalTexture): void;
  94923. /** @hidden */
  94924. _releaseTexture(texture: InternalTexture): void;
  94925. private setProgram;
  94926. private _boundUniforms;
  94927. /**
  94928. * Binds an effect to the webGL context
  94929. * @param effect defines the effect to bind
  94930. */
  94931. bindSamplers(effect: Effect): void;
  94932. private _activateCurrentTexture;
  94933. /** @hidden */
  94934. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  94935. /** @hidden */
  94936. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  94937. /**
  94938. * Sets a texture to the webGL context from a postprocess
  94939. * @param channel defines the channel to use
  94940. * @param postProcess defines the source postprocess
  94941. */
  94942. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  94943. /**
  94944. * Binds the output of the passed in post process to the texture channel specified
  94945. * @param channel The channel the texture should be bound to
  94946. * @param postProcess The post process which's output should be bound
  94947. */
  94948. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  94949. /**
  94950. * Unbind all textures from the webGL context
  94951. */
  94952. unbindAllTextures(): void;
  94953. /**
  94954. * Sets a texture to the according uniform.
  94955. * @param channel The texture channel
  94956. * @param uniform The uniform to set
  94957. * @param texture The texture to apply
  94958. */
  94959. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  94960. /**
  94961. * Sets a depth stencil texture from a render target to the according uniform.
  94962. * @param channel The texture channel
  94963. * @param uniform The uniform to set
  94964. * @param texture The render target texture containing the depth stencil texture to apply
  94965. */
  94966. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  94967. private _bindSamplerUniformToChannel;
  94968. private _getTextureWrapMode;
  94969. private _setTexture;
  94970. /**
  94971. * Sets an array of texture to the webGL context
  94972. * @param channel defines the channel where the texture array must be set
  94973. * @param uniform defines the associated uniform location
  94974. * @param textures defines the array of textures to bind
  94975. */
  94976. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  94977. /** @hidden */
  94978. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  94979. private _setTextureParameterFloat;
  94980. private _setTextureParameterInteger;
  94981. /**
  94982. * Reads pixels from the current frame buffer. Please note that this function can be slow
  94983. * @param x defines the x coordinate of the rectangle where pixels must be read
  94984. * @param y defines the y coordinate of the rectangle where pixels must be read
  94985. * @param width defines the width of the rectangle where pixels must be read
  94986. * @param height defines the height of the rectangle where pixels must be read
  94987. * @returns a Uint8Array containing RGBA colors
  94988. */
  94989. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  94990. /**
  94991. * Add an externaly attached data from its key.
  94992. * This method call will fail and return false, if such key already exists.
  94993. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  94994. * @param key the unique key that identifies the data
  94995. * @param data the data object to associate to the key for this Engine instance
  94996. * @return true if no such key were already present and the data was added successfully, false otherwise
  94997. */
  94998. addExternalData<T>(key: string, data: T): boolean;
  94999. /**
  95000. * Get an externaly attached data from its key
  95001. * @param key the unique key that identifies the data
  95002. * @return the associated data, if present (can be null), or undefined if not present
  95003. */
  95004. getExternalData<T>(key: string): T;
  95005. /**
  95006. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95007. * @param key the unique key that identifies the data
  95008. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95009. * @return the associated data, can be null if the factory returned null.
  95010. */
  95011. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95012. /**
  95013. * Remove an externaly attached data from the Engine instance
  95014. * @param key the unique key that identifies the data
  95015. * @return true if the data was successfully removed, false if it doesn't exist
  95016. */
  95017. removeExternalData(key: string): boolean;
  95018. /**
  95019. * Unbind all vertex attributes from the webGL context
  95020. */
  95021. unbindAllAttributes(): void;
  95022. /**
  95023. * 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
  95024. */
  95025. releaseEffects(): void;
  95026. /**
  95027. * Dispose and release all associated resources
  95028. */
  95029. dispose(): void;
  95030. /**
  95031. * Display the loading screen
  95032. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95033. */
  95034. displayLoadingUI(): void;
  95035. /**
  95036. * Hide the loading screen
  95037. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95038. */
  95039. hideLoadingUI(): void;
  95040. /**
  95041. * Gets the current loading screen object
  95042. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95043. */
  95044. /**
  95045. * Sets the current loading screen object
  95046. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95047. */
  95048. loadingScreen: ILoadingScreen;
  95049. /**
  95050. * Sets the current loading screen text
  95051. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95052. */
  95053. loadingUIText: string;
  95054. /**
  95055. * Sets the current loading screen background color
  95056. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95057. */
  95058. loadingUIBackgroundColor: string;
  95059. /**
  95060. * Attach a new callback raised when context lost event is fired
  95061. * @param callback defines the callback to call
  95062. */
  95063. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95064. /**
  95065. * Attach a new callback raised when context restored event is fired
  95066. * @param callback defines the callback to call
  95067. */
  95068. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95069. /**
  95070. * Gets the source code of the vertex shader associated with a specific webGL program
  95071. * @param program defines the program to use
  95072. * @returns a string containing the source code of the vertex shader associated with the program
  95073. */
  95074. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95075. /**
  95076. * Gets the source code of the fragment shader associated with a specific webGL program
  95077. * @param program defines the program to use
  95078. * @returns a string containing the source code of the fragment shader associated with the program
  95079. */
  95080. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95081. /**
  95082. * Get the current error code of the webGL context
  95083. * @returns the error code
  95084. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95085. */
  95086. getError(): number;
  95087. /**
  95088. * Gets the current framerate
  95089. * @returns a number representing the framerate
  95090. */
  95091. getFps(): number;
  95092. /**
  95093. * Gets the time spent between current and previous frame
  95094. * @returns a number representing the delta time in ms
  95095. */
  95096. getDeltaTime(): number;
  95097. private _measureFps;
  95098. /** @hidden */
  95099. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95100. private _canRenderToFloatFramebuffer;
  95101. private _canRenderToHalfFloatFramebuffer;
  95102. private _canRenderToFramebuffer;
  95103. /** @hidden */
  95104. _getWebGLTextureType(type: number): number;
  95105. /** @hidden */
  95106. _getInternalFormat(format: number): number;
  95107. /** @hidden */
  95108. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95109. /** @hidden */
  95110. _getRGBAMultiSampleBufferFormat(type: number): number;
  95111. /** @hidden */
  95112. _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;
  95113. /** @hidden */
  95114. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95115. /**
  95116. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95117. * @returns true if the engine can be created
  95118. * @ignorenaming
  95119. */
  95120. static isSupported(): boolean;
  95121. /**
  95122. * Find the next highest power of two.
  95123. * @param x Number to start search from.
  95124. * @return Next highest power of two.
  95125. */
  95126. static CeilingPOT(x: number): number;
  95127. /**
  95128. * Find the next lowest power of two.
  95129. * @param x Number to start search from.
  95130. * @return Next lowest power of two.
  95131. */
  95132. static FloorPOT(x: number): number;
  95133. /**
  95134. * Find the nearest power of two.
  95135. * @param x Number to start search from.
  95136. * @return Next nearest power of two.
  95137. */
  95138. static NearestPOT(x: number): number;
  95139. /**
  95140. * Get the closest exponent of two
  95141. * @param value defines the value to approximate
  95142. * @param max defines the maximum value to return
  95143. * @param mode defines how to define the closest value
  95144. * @returns closest exponent of two of the given value
  95145. */
  95146. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95147. /**
  95148. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95149. * @param func - the function to be called
  95150. * @param requester - the object that will request the next frame. Falls back to window.
  95151. * @returns frame number
  95152. */
  95153. static QueueNewFrame(func: () => void, requester?: any): number;
  95154. /**
  95155. * Ask the browser to promote the current element to pointerlock mode
  95156. * @param element defines the DOM element to promote
  95157. */
  95158. static _RequestPointerlock(element: HTMLElement): void;
  95159. /**
  95160. * Asks the browser to exit pointerlock mode
  95161. */
  95162. static _ExitPointerlock(): void;
  95163. /**
  95164. * Ask the browser to promote the current element to fullscreen rendering mode
  95165. * @param element defines the DOM element to promote
  95166. */
  95167. static _RequestFullscreen(element: HTMLElement): void;
  95168. /**
  95169. * Asks the browser to exit fullscreen mode
  95170. */
  95171. static _ExitFullscreen(): void;
  95172. }
  95173. }
  95174. declare module BABYLON {
  95175. /**
  95176. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95177. * during the life time of the application.
  95178. */
  95179. export class EngineStore {
  95180. /** Gets the list of created engines */
  95181. static Instances: Engine[];
  95182. /** @hidden */
  95183. static _LastCreatedScene: Nullable<Scene>;
  95184. /**
  95185. * Gets the latest created engine
  95186. */
  95187. static readonly LastCreatedEngine: Nullable<Engine>;
  95188. /**
  95189. * Gets the latest created scene
  95190. */
  95191. static readonly LastCreatedScene: Nullable<Scene>;
  95192. /**
  95193. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95194. * @ignorenaming
  95195. */
  95196. static UseFallbackTexture: boolean;
  95197. /**
  95198. * Texture content used if a texture cannot loaded
  95199. * @ignorenaming
  95200. */
  95201. static FallbackTexture: string;
  95202. }
  95203. }
  95204. declare module BABYLON {
  95205. /**
  95206. * Helper class that provides a small promise polyfill
  95207. */
  95208. export class PromisePolyfill {
  95209. /**
  95210. * Static function used to check if the polyfill is required
  95211. * If this is the case then the function will inject the polyfill to window.Promise
  95212. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95213. */
  95214. static Apply(force?: boolean): void;
  95215. }
  95216. }
  95217. declare module BABYLON {
  95218. interface IColor4Like {
  95219. r: float;
  95220. g: float;
  95221. b: float;
  95222. a: float;
  95223. }
  95224. /**
  95225. * Class containing a set of static utilities functions
  95226. */
  95227. export class Tools {
  95228. /**
  95229. * Gets or sets the base URL to use to load assets
  95230. */
  95231. static BaseUrl: string;
  95232. /**
  95233. * Enable/Disable Custom HTTP Request Headers globally.
  95234. * default = false
  95235. * @see CustomRequestHeaders
  95236. */
  95237. static UseCustomRequestHeaders: boolean;
  95238. /**
  95239. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95240. * i.e. when loading files, where the server/service expects an Authorization header
  95241. */
  95242. static CustomRequestHeaders: {
  95243. [key: string]: string;
  95244. };
  95245. /**
  95246. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95247. */
  95248. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95249. /**
  95250. * Default behaviour for cors in the application.
  95251. * It can be a string if the expected behavior is identical in the entire app.
  95252. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95253. */
  95254. static CorsBehavior: string | ((url: string | string[]) => string);
  95255. /**
  95256. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95257. * @ignorenaming
  95258. */
  95259. static UseFallbackTexture: boolean;
  95260. /**
  95261. * Use this object to register external classes like custom textures or material
  95262. * to allow the laoders to instantiate them
  95263. */
  95264. static RegisteredExternalClasses: {
  95265. [key: string]: Object;
  95266. };
  95267. /**
  95268. * Texture content used if a texture cannot loaded
  95269. * @ignorenaming
  95270. */
  95271. static fallbackTexture: string;
  95272. /**
  95273. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95274. * @param u defines the coordinate on X axis
  95275. * @param v defines the coordinate on Y axis
  95276. * @param width defines the width of the source data
  95277. * @param height defines the height of the source data
  95278. * @param pixels defines the source byte array
  95279. * @param color defines the output color
  95280. */
  95281. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95282. /**
  95283. * Interpolates between a and b via alpha
  95284. * @param a The lower value (returned when alpha = 0)
  95285. * @param b The upper value (returned when alpha = 1)
  95286. * @param alpha The interpolation-factor
  95287. * @return The mixed value
  95288. */
  95289. static Mix(a: number, b: number, alpha: number): number;
  95290. /**
  95291. * Tries to instantiate a new object from a given class name
  95292. * @param className defines the class name to instantiate
  95293. * @returns the new object or null if the system was not able to do the instantiation
  95294. */
  95295. static Instantiate(className: string): any;
  95296. /**
  95297. * Provides a slice function that will work even on IE
  95298. * @param data defines the array to slice
  95299. * @param start defines the start of the data (optional)
  95300. * @param end defines the end of the data (optional)
  95301. * @returns the new sliced array
  95302. */
  95303. static Slice<T>(data: T, start?: number, end?: number): T;
  95304. /**
  95305. * Polyfill for setImmediate
  95306. * @param action defines the action to execute after the current execution block
  95307. */
  95308. static SetImmediate(action: () => void): void;
  95309. /**
  95310. * Function indicating if a number is an exponent of 2
  95311. * @param value defines the value to test
  95312. * @returns true if the value is an exponent of 2
  95313. */
  95314. static IsExponentOfTwo(value: number): boolean;
  95315. private static _tmpFloatArray;
  95316. /**
  95317. * Returns the nearest 32-bit single precision float representation of a Number
  95318. * @param value A Number. If the parameter is of a different type, it will get converted
  95319. * to a number or to NaN if it cannot be converted
  95320. * @returns number
  95321. */
  95322. static FloatRound(value: number): number;
  95323. /**
  95324. * Extracts the filename from a path
  95325. * @param path defines the path to use
  95326. * @returns the filename
  95327. */
  95328. static GetFilename(path: string): string;
  95329. /**
  95330. * Extracts the "folder" part of a path (everything before the filename).
  95331. * @param uri The URI to extract the info from
  95332. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95333. * @returns The "folder" part of the path
  95334. */
  95335. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95336. /**
  95337. * Extracts text content from a DOM element hierarchy
  95338. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95339. */
  95340. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95341. /**
  95342. * Convert an angle in radians to degrees
  95343. * @param angle defines the angle to convert
  95344. * @returns the angle in degrees
  95345. */
  95346. static ToDegrees(angle: number): number;
  95347. /**
  95348. * Convert an angle in degrees to radians
  95349. * @param angle defines the angle to convert
  95350. * @returns the angle in radians
  95351. */
  95352. static ToRadians(angle: number): number;
  95353. /**
  95354. * Encode a buffer to a base64 string
  95355. * @param buffer defines the buffer to encode
  95356. * @returns the encoded string
  95357. */
  95358. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95359. /**
  95360. * Returns an array if obj is not an array
  95361. * @param obj defines the object to evaluate as an array
  95362. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95363. * @returns either obj directly if obj is an array or a new array containing obj
  95364. */
  95365. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95366. /**
  95367. * Gets the pointer prefix to use
  95368. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95369. */
  95370. static GetPointerPrefix(): string;
  95371. /**
  95372. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95373. * @param url define the url we are trying
  95374. * @param element define the dom element where to configure the cors policy
  95375. */
  95376. static SetCorsBehavior(url: string | string[], element: {
  95377. crossOrigin: string | null;
  95378. }): void;
  95379. /**
  95380. * Removes unwanted characters from an url
  95381. * @param url defines the url to clean
  95382. * @returns the cleaned url
  95383. */
  95384. static CleanUrl(url: string): string;
  95385. /**
  95386. * Gets or sets a function used to pre-process url before using them to load assets
  95387. */
  95388. static PreprocessUrl: (url: string) => string;
  95389. /**
  95390. * Loads an image as an HTMLImageElement.
  95391. * @param input url string, ArrayBuffer, or Blob to load
  95392. * @param onLoad callback called when the image successfully loads
  95393. * @param onError callback called when the image fails to load
  95394. * @param offlineProvider offline provider for caching
  95395. * @returns the HTMLImageElement of the loaded image
  95396. */
  95397. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95398. /**
  95399. * Loads a file
  95400. * @param url url string, ArrayBuffer, or Blob to load
  95401. * @param onSuccess callback called when the file successfully loads
  95402. * @param onProgress callback called while file is loading (if the server supports this mode)
  95403. * @param offlineProvider defines the offline provider for caching
  95404. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95405. * @param onError callback called when the file fails to load
  95406. * @returns a file request object
  95407. */
  95408. 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;
  95409. /**
  95410. * Loads a file from a url
  95411. * @param url the file url to load
  95412. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95413. */
  95414. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95415. /**
  95416. * Load a script (identified by an url). When the url returns, the
  95417. * content of this file is added into a new script element, attached to the DOM (body element)
  95418. * @param scriptUrl defines the url of the script to laod
  95419. * @param onSuccess defines the callback called when the script is loaded
  95420. * @param onError defines the callback to call if an error occurs
  95421. * @param scriptId defines the id of the script element
  95422. */
  95423. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95424. /**
  95425. * Load an asynchronous script (identified by an url). When the url returns, the
  95426. * content of this file is added into a new script element, attached to the DOM (body element)
  95427. * @param scriptUrl defines the url of the script to laod
  95428. * @param scriptId defines the id of the script element
  95429. * @returns a promise request object
  95430. */
  95431. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95432. /**
  95433. * Loads a file from a blob
  95434. * @param fileToLoad defines the blob to use
  95435. * @param callback defines the callback to call when data is loaded
  95436. * @param progressCallback defines the callback to call during loading process
  95437. * @returns a file request object
  95438. */
  95439. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95440. /**
  95441. * Loads a file
  95442. * @param fileToLoad defines the file to load
  95443. * @param callback defines the callback to call when data is loaded
  95444. * @param progressCallBack defines the callback to call during loading process
  95445. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95446. * @returns a file request object
  95447. */
  95448. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95449. /**
  95450. * Creates a data url from a given string content
  95451. * @param content defines the content to convert
  95452. * @returns the new data url link
  95453. */
  95454. static FileAsURL(content: string): string;
  95455. /**
  95456. * Format the given number to a specific decimal format
  95457. * @param value defines the number to format
  95458. * @param decimals defines the number of decimals to use
  95459. * @returns the formatted string
  95460. */
  95461. static Format(value: number, decimals?: number): string;
  95462. /**
  95463. * Tries to copy an object by duplicating every property
  95464. * @param source defines the source object
  95465. * @param destination defines the target object
  95466. * @param doNotCopyList defines a list of properties to avoid
  95467. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95468. */
  95469. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95470. /**
  95471. * Gets a boolean indicating if the given object has no own property
  95472. * @param obj defines the object to test
  95473. * @returns true if object has no own property
  95474. */
  95475. static IsEmpty(obj: any): boolean;
  95476. /**
  95477. * Function used to register events at window level
  95478. * @param events defines the events to register
  95479. */
  95480. static RegisterTopRootEvents(events: {
  95481. name: string;
  95482. handler: Nullable<(e: FocusEvent) => any>;
  95483. }[]): void;
  95484. /**
  95485. * Function used to unregister events from window level
  95486. * @param events defines the events to unregister
  95487. */
  95488. static UnregisterTopRootEvents(events: {
  95489. name: string;
  95490. handler: Nullable<(e: FocusEvent) => any>;
  95491. }[]): void;
  95492. /**
  95493. * @ignore
  95494. */
  95495. static _ScreenshotCanvas: HTMLCanvasElement;
  95496. /**
  95497. * Dumps the current bound framebuffer
  95498. * @param width defines the rendering width
  95499. * @param height defines the rendering height
  95500. * @param engine defines the hosting engine
  95501. * @param successCallback defines the callback triggered once the data are available
  95502. * @param mimeType defines the mime type of the result
  95503. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95504. */
  95505. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95506. /**
  95507. * Converts the canvas data to blob.
  95508. * This acts as a polyfill for browsers not supporting the to blob function.
  95509. * @param canvas Defines the canvas to extract the data from
  95510. * @param successCallback Defines the callback triggered once the data are available
  95511. * @param mimeType Defines the mime type of the result
  95512. */
  95513. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95514. /**
  95515. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95516. * @param successCallback defines the callback triggered once the data are available
  95517. * @param mimeType defines the mime type of the result
  95518. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95519. */
  95520. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95521. /**
  95522. * Downloads a blob in the browser
  95523. * @param blob defines the blob to download
  95524. * @param fileName defines the name of the downloaded file
  95525. */
  95526. static Download(blob: Blob, fileName: string): void;
  95527. /**
  95528. * Captures a screenshot of the current rendering
  95529. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95530. * @param engine defines the rendering engine
  95531. * @param camera defines the source camera
  95532. * @param size This parameter can be set to a single number or to an object with the
  95533. * following (optional) properties: precision, width, height. If a single number is passed,
  95534. * it will be used for both width and height. If an object is passed, the screenshot size
  95535. * will be derived from the parameters. The precision property is a multiplier allowing
  95536. * rendering at a higher or lower resolution
  95537. * @param successCallback defines the callback receives a single parameter which contains the
  95538. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95539. * src parameter of an <img> to display it
  95540. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95541. * Check your browser for supported MIME types
  95542. */
  95543. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95544. /**
  95545. * Generates an image screenshot from the specified camera.
  95546. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95547. * @param engine The engine to use for rendering
  95548. * @param camera The camera to use for rendering
  95549. * @param size This parameter can be set to a single number or to an object with the
  95550. * following (optional) properties: precision, width, height. If a single number is passed,
  95551. * it will be used for both width and height. If an object is passed, the screenshot size
  95552. * will be derived from the parameters. The precision property is a multiplier allowing
  95553. * rendering at a higher or lower resolution
  95554. * @param successCallback The callback receives a single parameter which contains the
  95555. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95556. * src parameter of an <img> to display it
  95557. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95558. * Check your browser for supported MIME types
  95559. * @param samples Texture samples (default: 1)
  95560. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95561. * @param fileName A name for for the downloaded file.
  95562. */
  95563. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95564. /**
  95565. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95566. * Be aware Math.random() could cause collisions, but:
  95567. * "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"
  95568. * @returns a pseudo random id
  95569. */
  95570. static RandomId(): string;
  95571. /**
  95572. * Test if the given uri is a base64 string
  95573. * @param uri The uri to test
  95574. * @return True if the uri is a base64 string or false otherwise
  95575. */
  95576. static IsBase64(uri: string): boolean;
  95577. /**
  95578. * Decode the given base64 uri.
  95579. * @param uri The uri to decode
  95580. * @return The decoded base64 data.
  95581. */
  95582. static DecodeBase64(uri: string): ArrayBuffer;
  95583. /**
  95584. * Gets the absolute url.
  95585. * @param url the input url
  95586. * @return the absolute url
  95587. */
  95588. static GetAbsoluteUrl(url: string): string;
  95589. /**
  95590. * No log
  95591. */
  95592. static readonly NoneLogLevel: number;
  95593. /**
  95594. * Only message logs
  95595. */
  95596. static readonly MessageLogLevel: number;
  95597. /**
  95598. * Only warning logs
  95599. */
  95600. static readonly WarningLogLevel: number;
  95601. /**
  95602. * Only error logs
  95603. */
  95604. static readonly ErrorLogLevel: number;
  95605. /**
  95606. * All logs
  95607. */
  95608. static readonly AllLogLevel: number;
  95609. /**
  95610. * Gets a value indicating the number of loading errors
  95611. * @ignorenaming
  95612. */
  95613. static readonly errorsCount: number;
  95614. /**
  95615. * Callback called when a new log is added
  95616. */
  95617. static OnNewCacheEntry: (entry: string) => void;
  95618. /**
  95619. * Log a message to the console
  95620. * @param message defines the message to log
  95621. */
  95622. static Log(message: string): void;
  95623. /**
  95624. * Write a warning message to the console
  95625. * @param message defines the message to log
  95626. */
  95627. static Warn(message: string): void;
  95628. /**
  95629. * Write an error message to the console
  95630. * @param message defines the message to log
  95631. */
  95632. static Error(message: string): void;
  95633. /**
  95634. * Gets current log cache (list of logs)
  95635. */
  95636. static readonly LogCache: string;
  95637. /**
  95638. * Clears the log cache
  95639. */
  95640. static ClearLogCache(): void;
  95641. /**
  95642. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95643. */
  95644. static LogLevels: number;
  95645. /**
  95646. * Checks if the window object exists
  95647. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95648. */
  95649. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95650. /**
  95651. * No performance log
  95652. */
  95653. static readonly PerformanceNoneLogLevel: number;
  95654. /**
  95655. * Use user marks to log performance
  95656. */
  95657. static readonly PerformanceUserMarkLogLevel: number;
  95658. /**
  95659. * Log performance to the console
  95660. */
  95661. static readonly PerformanceConsoleLogLevel: number;
  95662. private static _performance;
  95663. /**
  95664. * Sets the current performance log level
  95665. */
  95666. static PerformanceLogLevel: number;
  95667. private static _StartPerformanceCounterDisabled;
  95668. private static _EndPerformanceCounterDisabled;
  95669. private static _StartUserMark;
  95670. private static _EndUserMark;
  95671. private static _StartPerformanceConsole;
  95672. private static _EndPerformanceConsole;
  95673. /**
  95674. * Starts a performance counter
  95675. */
  95676. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95677. /**
  95678. * Ends a specific performance coutner
  95679. */
  95680. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95681. /**
  95682. * Gets either window.performance.now() if supported or Date.now() else
  95683. */
  95684. static readonly Now: number;
  95685. /**
  95686. * This method will return the name of the class used to create the instance of the given object.
  95687. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95688. * @param object the object to get the class name from
  95689. * @param isType defines if the object is actually a type
  95690. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95691. */
  95692. static GetClassName(object: any, isType?: boolean): string;
  95693. /**
  95694. * Gets the first element of an array satisfying a given predicate
  95695. * @param array defines the array to browse
  95696. * @param predicate defines the predicate to use
  95697. * @returns null if not found or the element
  95698. */
  95699. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95700. /**
  95701. * This method will return the name of the full name of the class, including its owning module (if any).
  95702. * 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).
  95703. * @param object the object to get the class name from
  95704. * @param isType defines if the object is actually a type
  95705. * @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.
  95706. * @ignorenaming
  95707. */
  95708. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  95709. /**
  95710. * Returns a promise that resolves after the given amount of time.
  95711. * @param delay Number of milliseconds to delay
  95712. * @returns Promise that resolves after the given amount of time
  95713. */
  95714. static DelayAsync(delay: number): Promise<void>;
  95715. }
  95716. /**
  95717. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  95718. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  95719. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  95720. * @param name The name of the class, case should be preserved
  95721. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  95722. */
  95723. export function className(name: string, module?: string): (target: Object) => void;
  95724. /**
  95725. * An implementation of a loop for asynchronous functions.
  95726. */
  95727. export class AsyncLoop {
  95728. /**
  95729. * Defines the number of iterations for the loop
  95730. */
  95731. iterations: number;
  95732. /**
  95733. * Defines the current index of the loop.
  95734. */
  95735. index: number;
  95736. private _done;
  95737. private _fn;
  95738. private _successCallback;
  95739. /**
  95740. * Constructor.
  95741. * @param iterations the number of iterations.
  95742. * @param func the function to run each iteration
  95743. * @param successCallback the callback that will be called upon succesful execution
  95744. * @param offset starting offset.
  95745. */
  95746. constructor(
  95747. /**
  95748. * Defines the number of iterations for the loop
  95749. */
  95750. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  95751. /**
  95752. * Execute the next iteration. Must be called after the last iteration was finished.
  95753. */
  95754. executeNext(): void;
  95755. /**
  95756. * Break the loop and run the success callback.
  95757. */
  95758. breakLoop(): void;
  95759. /**
  95760. * Create and run an async loop.
  95761. * @param iterations the number of iterations.
  95762. * @param fn the function to run each iteration
  95763. * @param successCallback the callback that will be called upon succesful execution
  95764. * @param offset starting offset.
  95765. * @returns the created async loop object
  95766. */
  95767. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  95768. /**
  95769. * A for-loop that will run a given number of iterations synchronous and the rest async.
  95770. * @param iterations total number of iterations
  95771. * @param syncedIterations number of synchronous iterations in each async iteration.
  95772. * @param fn the function to call each iteration.
  95773. * @param callback a success call back that will be called when iterating stops.
  95774. * @param breakFunction a break condition (optional)
  95775. * @param timeout timeout settings for the setTimeout function. default - 0.
  95776. * @returns the created async loop object
  95777. */
  95778. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  95779. }
  95780. }
  95781. declare module BABYLON {
  95782. /** @hidden */
  95783. export interface ICollisionCoordinator {
  95784. createCollider(): Collider;
  95785. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95786. init(scene: Scene): void;
  95787. }
  95788. /** @hidden */
  95789. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  95790. private _scene;
  95791. private _scaledPosition;
  95792. private _scaledVelocity;
  95793. private _finalPosition;
  95794. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95795. createCollider(): Collider;
  95796. init(scene: Scene): void;
  95797. private _collideWithWorld;
  95798. }
  95799. }
  95800. declare module BABYLON {
  95801. /**
  95802. * Class used to manage all inputs for the scene.
  95803. */
  95804. export class InputManager {
  95805. /** The distance in pixel that you have to move to prevent some events */
  95806. static DragMovementThreshold: number;
  95807. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  95808. static LongPressDelay: number;
  95809. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  95810. static DoubleClickDelay: number;
  95811. /** If you need to check double click without raising a single click at first click, enable this flag */
  95812. static ExclusiveDoubleClickMode: boolean;
  95813. private _wheelEventName;
  95814. private _onPointerMove;
  95815. private _onPointerDown;
  95816. private _onPointerUp;
  95817. private _initClickEvent;
  95818. private _initActionManager;
  95819. private _delayedSimpleClick;
  95820. private _delayedSimpleClickTimeout;
  95821. private _previousDelayedSimpleClickTimeout;
  95822. private _meshPickProceed;
  95823. private _previousButtonPressed;
  95824. private _currentPickResult;
  95825. private _previousPickResult;
  95826. private _totalPointersPressed;
  95827. private _doubleClickOccured;
  95828. private _pointerOverMesh;
  95829. private _pickedDownMesh;
  95830. private _pickedUpMesh;
  95831. private _pointerX;
  95832. private _pointerY;
  95833. private _unTranslatedPointerX;
  95834. private _unTranslatedPointerY;
  95835. private _startingPointerPosition;
  95836. private _previousStartingPointerPosition;
  95837. private _startingPointerTime;
  95838. private _previousStartingPointerTime;
  95839. private _pointerCaptures;
  95840. private _onKeyDown;
  95841. private _onKeyUp;
  95842. private _onCanvasFocusObserver;
  95843. private _onCanvasBlurObserver;
  95844. private _scene;
  95845. /**
  95846. * Creates a new InputManager
  95847. * @param scene defines the hosting scene
  95848. */
  95849. constructor(scene: Scene);
  95850. /**
  95851. * Gets the mesh that is currently under the pointer
  95852. */
  95853. readonly meshUnderPointer: Nullable<AbstractMesh>;
  95854. /**
  95855. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  95856. */
  95857. readonly unTranslatedPointer: Vector2;
  95858. /**
  95859. * Gets or sets the current on-screen X position of the pointer
  95860. */
  95861. pointerX: number;
  95862. /**
  95863. * Gets or sets the current on-screen Y position of the pointer
  95864. */
  95865. pointerY: number;
  95866. private _updatePointerPosition;
  95867. private _processPointerMove;
  95868. private _setRayOnPointerInfo;
  95869. private _checkPrePointerObservable;
  95870. /**
  95871. * Use this method to simulate a pointer move on a mesh
  95872. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95873. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95874. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95875. */
  95876. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95877. /**
  95878. * Use this method to simulate a pointer down on a mesh
  95879. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95880. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95881. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95882. */
  95883. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95884. private _processPointerDown;
  95885. /** @hidden */
  95886. _isPointerSwiping(): boolean;
  95887. /**
  95888. * Use this method to simulate a pointer up on a mesh
  95889. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95890. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95891. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95892. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  95893. */
  95894. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  95895. private _processPointerUp;
  95896. /**
  95897. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  95898. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  95899. * @returns true if the pointer was captured
  95900. */
  95901. isPointerCaptured(pointerId?: number): boolean;
  95902. /**
  95903. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  95904. * @param attachUp defines if you want to attach events to pointerup
  95905. * @param attachDown defines if you want to attach events to pointerdown
  95906. * @param attachMove defines if you want to attach events to pointermove
  95907. */
  95908. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  95909. /**
  95910. * Detaches all event handlers
  95911. */
  95912. detachControl(): void;
  95913. /**
  95914. * Force the value of meshUnderPointer
  95915. * @param mesh defines the mesh to use
  95916. */
  95917. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  95918. /**
  95919. * Gets the mesh under the pointer
  95920. * @returns a Mesh or null if no mesh is under the pointer
  95921. */
  95922. getPointerOverMesh(): Nullable<AbstractMesh>;
  95923. }
  95924. }
  95925. declare module BABYLON {
  95926. /**
  95927. * Helper class used to generate session unique ID
  95928. */
  95929. export class UniqueIdGenerator {
  95930. private static _UniqueIdCounter;
  95931. /**
  95932. * Gets an unique (relatively to the current scene) Id
  95933. */
  95934. static readonly UniqueId: number;
  95935. }
  95936. }
  95937. declare module BABYLON {
  95938. /**
  95939. * This class defines the direct association between an animation and a target
  95940. */
  95941. export class TargetedAnimation {
  95942. /**
  95943. * Animation to perform
  95944. */
  95945. animation: Animation;
  95946. /**
  95947. * Target to animate
  95948. */
  95949. target: any;
  95950. /**
  95951. * Serialize the object
  95952. * @returns the JSON object representing the current entity
  95953. */
  95954. serialize(): any;
  95955. }
  95956. /**
  95957. * Use this class to create coordinated animations on multiple targets
  95958. */
  95959. export class AnimationGroup implements IDisposable {
  95960. /** The name of the animation group */
  95961. name: string;
  95962. private _scene;
  95963. private _targetedAnimations;
  95964. private _animatables;
  95965. private _from;
  95966. private _to;
  95967. private _isStarted;
  95968. private _isPaused;
  95969. private _speedRatio;
  95970. private _loopAnimation;
  95971. /**
  95972. * Gets or sets the unique id of the node
  95973. */
  95974. uniqueId: number;
  95975. /**
  95976. * This observable will notify when one animation have ended
  95977. */
  95978. onAnimationEndObservable: Observable<TargetedAnimation>;
  95979. /**
  95980. * Observer raised when one animation loops
  95981. */
  95982. onAnimationLoopObservable: Observable<TargetedAnimation>;
  95983. /**
  95984. * This observable will notify when all animations have ended.
  95985. */
  95986. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  95987. /**
  95988. * This observable will notify when all animations have paused.
  95989. */
  95990. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  95991. /**
  95992. * This observable will notify when all animations are playing.
  95993. */
  95994. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  95995. /**
  95996. * Gets the first frame
  95997. */
  95998. readonly from: number;
  95999. /**
  96000. * Gets the last frame
  96001. */
  96002. readonly to: number;
  96003. /**
  96004. * Define if the animations are started
  96005. */
  96006. readonly isStarted: boolean;
  96007. /**
  96008. * Gets a value indicating that the current group is playing
  96009. */
  96010. readonly isPlaying: boolean;
  96011. /**
  96012. * Gets or sets the speed ratio to use for all animations
  96013. */
  96014. /**
  96015. * Gets or sets the speed ratio to use for all animations
  96016. */
  96017. speedRatio: number;
  96018. /**
  96019. * Gets or sets if all animations should loop or not
  96020. */
  96021. loopAnimation: boolean;
  96022. /**
  96023. * Gets the targeted animations for this animation group
  96024. */
  96025. readonly targetedAnimations: Array<TargetedAnimation>;
  96026. /**
  96027. * returning the list of animatables controlled by this animation group.
  96028. */
  96029. readonly animatables: Array<Animatable>;
  96030. /**
  96031. * Instantiates a new Animation Group.
  96032. * This helps managing several animations at once.
  96033. * @see http://doc.babylonjs.com/how_to/group
  96034. * @param name Defines the name of the group
  96035. * @param scene Defines the scene the group belongs to
  96036. */
  96037. constructor(
  96038. /** The name of the animation group */
  96039. name: string, scene?: Nullable<Scene>);
  96040. /**
  96041. * Add an animation (with its target) in the group
  96042. * @param animation defines the animation we want to add
  96043. * @param target defines the target of the animation
  96044. * @returns the TargetedAnimation object
  96045. */
  96046. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96047. /**
  96048. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96049. * It can add constant keys at begin or end
  96050. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96051. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96052. * @returns the animation group
  96053. */
  96054. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96055. /**
  96056. * Start all animations on given targets
  96057. * @param loop defines if animations must loop
  96058. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96059. * @param from defines the from key (optional)
  96060. * @param to defines the to key (optional)
  96061. * @returns the current animation group
  96062. */
  96063. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96064. /**
  96065. * Pause all animations
  96066. * @returns the animation group
  96067. */
  96068. pause(): AnimationGroup;
  96069. /**
  96070. * Play all animations to initial state
  96071. * This function will start() the animations if they were not started or will restart() them if they were paused
  96072. * @param loop defines if animations must loop
  96073. * @returns the animation group
  96074. */
  96075. play(loop?: boolean): AnimationGroup;
  96076. /**
  96077. * Reset all animations to initial state
  96078. * @returns the animation group
  96079. */
  96080. reset(): AnimationGroup;
  96081. /**
  96082. * Restart animations from key 0
  96083. * @returns the animation group
  96084. */
  96085. restart(): AnimationGroup;
  96086. /**
  96087. * Stop all animations
  96088. * @returns the animation group
  96089. */
  96090. stop(): AnimationGroup;
  96091. /**
  96092. * Set animation weight for all animatables
  96093. * @param weight defines the weight to use
  96094. * @return the animationGroup
  96095. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96096. */
  96097. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96098. /**
  96099. * Synchronize and normalize all animatables with a source animatable
  96100. * @param root defines the root animatable to synchronize with
  96101. * @return the animationGroup
  96102. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96103. */
  96104. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96105. /**
  96106. * Goes to a specific frame in this animation group
  96107. * @param frame the frame number to go to
  96108. * @return the animationGroup
  96109. */
  96110. goToFrame(frame: number): AnimationGroup;
  96111. /**
  96112. * Dispose all associated resources
  96113. */
  96114. dispose(): void;
  96115. private _checkAnimationGroupEnded;
  96116. /**
  96117. * Clone the current animation group and returns a copy
  96118. * @param newName defines the name of the new group
  96119. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96120. * @returns the new aniamtion group
  96121. */
  96122. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96123. /**
  96124. * Serializes the animationGroup to an object
  96125. * @returns Serialized object
  96126. */
  96127. serialize(): any;
  96128. /**
  96129. * Returns a new AnimationGroup object parsed from the source provided.
  96130. * @param parsedAnimationGroup defines the source
  96131. * @param scene defines the scene that will receive the animationGroup
  96132. * @returns a new AnimationGroup
  96133. */
  96134. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96135. /**
  96136. * Returns the string "AnimationGroup"
  96137. * @returns "AnimationGroup"
  96138. */
  96139. getClassName(): string;
  96140. /**
  96141. * Creates a detailled string about the object
  96142. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96143. * @returns a string representing the object
  96144. */
  96145. toString(fullDetails?: boolean): string;
  96146. }
  96147. }
  96148. declare module BABYLON {
  96149. /**
  96150. * Define an interface for all classes that will hold resources
  96151. */
  96152. export interface IDisposable {
  96153. /**
  96154. * Releases all held resources
  96155. */
  96156. dispose(): void;
  96157. }
  96158. /** Interface defining initialization parameters for Scene class */
  96159. export interface SceneOptions {
  96160. /**
  96161. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96162. * It will improve performance when the number of geometries becomes important.
  96163. */
  96164. useGeometryUniqueIdsMap?: boolean;
  96165. /**
  96166. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96167. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96168. */
  96169. useMaterialMeshMap?: boolean;
  96170. /**
  96171. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96172. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96173. */
  96174. useClonedMeshhMap?: boolean;
  96175. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96176. virtual?: boolean;
  96177. }
  96178. /**
  96179. * Represents a scene to be rendered by the engine.
  96180. * @see http://doc.babylonjs.com/features/scene
  96181. */
  96182. export class Scene extends AbstractScene implements IAnimatable {
  96183. /** The fog is deactivated */
  96184. static readonly FOGMODE_NONE: number;
  96185. /** The fog density is following an exponential function */
  96186. static readonly FOGMODE_EXP: number;
  96187. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96188. static readonly FOGMODE_EXP2: number;
  96189. /** The fog density is following a linear function. */
  96190. static readonly FOGMODE_LINEAR: number;
  96191. /**
  96192. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96193. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96194. */
  96195. static MinDeltaTime: number;
  96196. /**
  96197. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96198. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96199. */
  96200. static MaxDeltaTime: number;
  96201. /**
  96202. * Factory used to create the default material.
  96203. * @param name The name of the material to create
  96204. * @param scene The scene to create the material for
  96205. * @returns The default material
  96206. */
  96207. static DefaultMaterialFactory(scene: Scene): Material;
  96208. /**
  96209. * Factory used to create the a collision coordinator.
  96210. * @returns The collision coordinator
  96211. */
  96212. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96213. /** @hidden */
  96214. _inputManager: InputManager;
  96215. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96216. cameraToUseForPointers: Nullable<Camera>;
  96217. /** @hidden */
  96218. readonly _isScene: boolean;
  96219. /**
  96220. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96221. */
  96222. autoClear: boolean;
  96223. /**
  96224. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96225. */
  96226. autoClearDepthAndStencil: boolean;
  96227. /**
  96228. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96229. */
  96230. clearColor: Color4;
  96231. /**
  96232. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96233. */
  96234. ambientColor: Color3;
  96235. /**
  96236. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96237. * It should only be one of the following (if not the default embedded one):
  96238. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96239. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96240. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96241. * The material properties need to be setup according to the type of texture in use.
  96242. */
  96243. environmentBRDFTexture: BaseTexture;
  96244. /** @hidden */
  96245. protected _environmentTexture: Nullable<BaseTexture>;
  96246. /**
  96247. * Texture used in all pbr material as the reflection texture.
  96248. * As in the majority of the scene they are the same (exception for multi room and so on),
  96249. * this is easier to reference from here than from all the materials.
  96250. */
  96251. /**
  96252. * Texture used in all pbr material as the reflection texture.
  96253. * As in the majority of the scene they are the same (exception for multi room and so on),
  96254. * this is easier to set here than in all the materials.
  96255. */
  96256. environmentTexture: Nullable<BaseTexture>;
  96257. /** @hidden */
  96258. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96259. /**
  96260. * Default image processing configuration used either in the rendering
  96261. * Forward main pass or through the imageProcessingPostProcess if present.
  96262. * As in the majority of the scene they are the same (exception for multi camera),
  96263. * this is easier to reference from here than from all the materials and post process.
  96264. *
  96265. * No setter as we it is a shared configuration, you can set the values instead.
  96266. */
  96267. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96268. private _forceWireframe;
  96269. /**
  96270. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96271. */
  96272. forceWireframe: boolean;
  96273. private _forcePointsCloud;
  96274. /**
  96275. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96276. */
  96277. forcePointsCloud: boolean;
  96278. /**
  96279. * Gets or sets the active clipplane 1
  96280. */
  96281. clipPlane: Nullable<Plane>;
  96282. /**
  96283. * Gets or sets the active clipplane 2
  96284. */
  96285. clipPlane2: Nullable<Plane>;
  96286. /**
  96287. * Gets or sets the active clipplane 3
  96288. */
  96289. clipPlane3: Nullable<Plane>;
  96290. /**
  96291. * Gets or sets the active clipplane 4
  96292. */
  96293. clipPlane4: Nullable<Plane>;
  96294. /**
  96295. * Gets or sets a boolean indicating if animations are enabled
  96296. */
  96297. animationsEnabled: boolean;
  96298. private _animationPropertiesOverride;
  96299. /**
  96300. * Gets or sets the animation properties override
  96301. */
  96302. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96303. /**
  96304. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96305. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96306. */
  96307. useConstantAnimationDeltaTime: boolean;
  96308. /**
  96309. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96310. * Please note that it requires to run a ray cast through the scene on every frame
  96311. */
  96312. constantlyUpdateMeshUnderPointer: boolean;
  96313. /**
  96314. * Defines the HTML cursor to use when hovering over interactive elements
  96315. */
  96316. hoverCursor: string;
  96317. /**
  96318. * Defines the HTML default cursor to use (empty by default)
  96319. */
  96320. defaultCursor: string;
  96321. /**
  96322. * This is used to call preventDefault() on pointer down
  96323. * in order to block unwanted artifacts like system double clicks
  96324. */
  96325. preventDefaultOnPointerDown: boolean;
  96326. /**
  96327. * This is used to call preventDefault() on pointer up
  96328. * in order to block unwanted artifacts like system double clicks
  96329. */
  96330. preventDefaultOnPointerUp: boolean;
  96331. /**
  96332. * Gets or sets user defined metadata
  96333. */
  96334. metadata: any;
  96335. /**
  96336. * For internal use only. Please do not use.
  96337. */
  96338. reservedDataStore: any;
  96339. /**
  96340. * Gets the name of the plugin used to load this scene (null by default)
  96341. */
  96342. loadingPluginName: string;
  96343. /**
  96344. * Use this array to add regular expressions used to disable offline support for specific urls
  96345. */
  96346. disableOfflineSupportExceptionRules: RegExp[];
  96347. /**
  96348. * An event triggered when the scene is disposed.
  96349. */
  96350. onDisposeObservable: Observable<Scene>;
  96351. private _onDisposeObserver;
  96352. /** Sets a function to be executed when this scene is disposed. */
  96353. onDispose: () => void;
  96354. /**
  96355. * An event triggered before rendering the scene (right after animations and physics)
  96356. */
  96357. onBeforeRenderObservable: Observable<Scene>;
  96358. private _onBeforeRenderObserver;
  96359. /** Sets a function to be executed before rendering this scene */
  96360. beforeRender: Nullable<() => void>;
  96361. /**
  96362. * An event triggered after rendering the scene
  96363. */
  96364. onAfterRenderObservable: Observable<Scene>;
  96365. /**
  96366. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96367. */
  96368. onAfterRenderCameraObservable: Observable<Camera>;
  96369. private _onAfterRenderObserver;
  96370. /** Sets a function to be executed after rendering this scene */
  96371. afterRender: Nullable<() => void>;
  96372. /**
  96373. * An event triggered before animating the scene
  96374. */
  96375. onBeforeAnimationsObservable: Observable<Scene>;
  96376. /**
  96377. * An event triggered after animations processing
  96378. */
  96379. onAfterAnimationsObservable: Observable<Scene>;
  96380. /**
  96381. * An event triggered before draw calls are ready to be sent
  96382. */
  96383. onBeforeDrawPhaseObservable: Observable<Scene>;
  96384. /**
  96385. * An event triggered after draw calls have been sent
  96386. */
  96387. onAfterDrawPhaseObservable: Observable<Scene>;
  96388. /**
  96389. * An event triggered when the scene is ready
  96390. */
  96391. onReadyObservable: Observable<Scene>;
  96392. /**
  96393. * An event triggered before rendering a camera
  96394. */
  96395. onBeforeCameraRenderObservable: Observable<Camera>;
  96396. private _onBeforeCameraRenderObserver;
  96397. /** Sets a function to be executed before rendering a camera*/
  96398. beforeCameraRender: () => void;
  96399. /**
  96400. * An event triggered after rendering a camera
  96401. */
  96402. onAfterCameraRenderObservable: Observable<Camera>;
  96403. private _onAfterCameraRenderObserver;
  96404. /** Sets a function to be executed after rendering a camera*/
  96405. afterCameraRender: () => void;
  96406. /**
  96407. * An event triggered when active meshes evaluation is about to start
  96408. */
  96409. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96410. /**
  96411. * An event triggered when active meshes evaluation is done
  96412. */
  96413. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96414. /**
  96415. * An event triggered when particles rendering is about to start
  96416. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96417. */
  96418. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96419. /**
  96420. * An event triggered when particles rendering is done
  96421. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96422. */
  96423. onAfterParticlesRenderingObservable: Observable<Scene>;
  96424. /**
  96425. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96426. */
  96427. onDataLoadedObservable: Observable<Scene>;
  96428. /**
  96429. * An event triggered when a camera is created
  96430. */
  96431. onNewCameraAddedObservable: Observable<Camera>;
  96432. /**
  96433. * An event triggered when a camera is removed
  96434. */
  96435. onCameraRemovedObservable: Observable<Camera>;
  96436. /**
  96437. * An event triggered when a light is created
  96438. */
  96439. onNewLightAddedObservable: Observable<Light>;
  96440. /**
  96441. * An event triggered when a light is removed
  96442. */
  96443. onLightRemovedObservable: Observable<Light>;
  96444. /**
  96445. * An event triggered when a geometry is created
  96446. */
  96447. onNewGeometryAddedObservable: Observable<Geometry>;
  96448. /**
  96449. * An event triggered when a geometry is removed
  96450. */
  96451. onGeometryRemovedObservable: Observable<Geometry>;
  96452. /**
  96453. * An event triggered when a transform node is created
  96454. */
  96455. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96456. /**
  96457. * An event triggered when a transform node is removed
  96458. */
  96459. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96460. /**
  96461. * An event triggered when a mesh is created
  96462. */
  96463. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96464. /**
  96465. * An event triggered when a mesh is removed
  96466. */
  96467. onMeshRemovedObservable: Observable<AbstractMesh>;
  96468. /**
  96469. * An event triggered when a skeleton is created
  96470. */
  96471. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96472. /**
  96473. * An event triggered when a skeleton is removed
  96474. */
  96475. onSkeletonRemovedObservable: Observable<Skeleton>;
  96476. /**
  96477. * An event triggered when a material is created
  96478. */
  96479. onNewMaterialAddedObservable: Observable<Material>;
  96480. /**
  96481. * An event triggered when a material is removed
  96482. */
  96483. onMaterialRemovedObservable: Observable<Material>;
  96484. /**
  96485. * An event triggered when a texture is created
  96486. */
  96487. onNewTextureAddedObservable: Observable<BaseTexture>;
  96488. /**
  96489. * An event triggered when a texture is removed
  96490. */
  96491. onTextureRemovedObservable: Observable<BaseTexture>;
  96492. /**
  96493. * An event triggered when render targets are about to be rendered
  96494. * Can happen multiple times per frame.
  96495. */
  96496. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96497. /**
  96498. * An event triggered when render targets were rendered.
  96499. * Can happen multiple times per frame.
  96500. */
  96501. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96502. /**
  96503. * An event triggered before calculating deterministic simulation step
  96504. */
  96505. onBeforeStepObservable: Observable<Scene>;
  96506. /**
  96507. * An event triggered after calculating deterministic simulation step
  96508. */
  96509. onAfterStepObservable: Observable<Scene>;
  96510. /**
  96511. * An event triggered when the activeCamera property is updated
  96512. */
  96513. onActiveCameraChanged: Observable<Scene>;
  96514. /**
  96515. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96516. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96517. * 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)
  96518. */
  96519. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96520. /**
  96521. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96522. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96523. * 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)
  96524. */
  96525. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96526. /**
  96527. * This Observable will when a mesh has been imported into the scene.
  96528. */
  96529. onMeshImportedObservable: Observable<AbstractMesh>;
  96530. /**
  96531. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96532. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96533. */
  96534. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96535. /** @hidden */
  96536. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96537. /**
  96538. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96539. */
  96540. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96541. /**
  96542. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96543. */
  96544. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96545. /**
  96546. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96547. */
  96548. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96549. /** Callback called when a pointer move is detected */
  96550. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96551. /** Callback called when a pointer down is detected */
  96552. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96553. /** Callback called when a pointer up is detected */
  96554. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96555. /** Callback called when a pointer pick is detected */
  96556. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96557. /**
  96558. * 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).
  96559. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96560. */
  96561. onPrePointerObservable: Observable<PointerInfoPre>;
  96562. /**
  96563. * Observable event triggered each time an input event is received from the rendering canvas
  96564. */
  96565. onPointerObservable: Observable<PointerInfo>;
  96566. /**
  96567. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96568. */
  96569. readonly unTranslatedPointer: Vector2;
  96570. /**
  96571. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96572. */
  96573. static DragMovementThreshold: number;
  96574. /**
  96575. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96576. */
  96577. static LongPressDelay: number;
  96578. /**
  96579. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96580. */
  96581. static DoubleClickDelay: number;
  96582. /** If you need to check double click without raising a single click at first click, enable this flag */
  96583. static ExclusiveDoubleClickMode: boolean;
  96584. /** @hidden */
  96585. _mirroredCameraPosition: Nullable<Vector3>;
  96586. /**
  96587. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96588. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96589. */
  96590. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96591. /**
  96592. * Observable event triggered each time an keyboard event is received from the hosting window
  96593. */
  96594. onKeyboardObservable: Observable<KeyboardInfo>;
  96595. private _useRightHandedSystem;
  96596. /**
  96597. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96598. */
  96599. useRightHandedSystem: boolean;
  96600. private _timeAccumulator;
  96601. private _currentStepId;
  96602. private _currentInternalStep;
  96603. /**
  96604. * Sets the step Id used by deterministic lock step
  96605. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96606. * @param newStepId defines the step Id
  96607. */
  96608. setStepId(newStepId: number): void;
  96609. /**
  96610. * Gets the step Id used by deterministic lock step
  96611. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96612. * @returns the step Id
  96613. */
  96614. getStepId(): number;
  96615. /**
  96616. * Gets the internal step used by deterministic lock step
  96617. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96618. * @returns the internal step
  96619. */
  96620. getInternalStep(): number;
  96621. private _fogEnabled;
  96622. /**
  96623. * Gets or sets a boolean indicating if fog is enabled on this scene
  96624. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96625. * (Default is true)
  96626. */
  96627. fogEnabled: boolean;
  96628. private _fogMode;
  96629. /**
  96630. * Gets or sets the fog mode to use
  96631. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96632. * | mode | value |
  96633. * | --- | --- |
  96634. * | FOGMODE_NONE | 0 |
  96635. * | FOGMODE_EXP | 1 |
  96636. * | FOGMODE_EXP2 | 2 |
  96637. * | FOGMODE_LINEAR | 3 |
  96638. */
  96639. fogMode: number;
  96640. /**
  96641. * Gets or sets the fog color to use
  96642. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96643. * (Default is Color3(0.2, 0.2, 0.3))
  96644. */
  96645. fogColor: Color3;
  96646. /**
  96647. * Gets or sets the fog density to use
  96648. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96649. * (Default is 0.1)
  96650. */
  96651. fogDensity: number;
  96652. /**
  96653. * Gets or sets the fog start distance to use
  96654. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96655. * (Default is 0)
  96656. */
  96657. fogStart: number;
  96658. /**
  96659. * Gets or sets the fog end distance to use
  96660. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96661. * (Default is 1000)
  96662. */
  96663. fogEnd: number;
  96664. private _shadowsEnabled;
  96665. /**
  96666. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96667. */
  96668. shadowsEnabled: boolean;
  96669. private _lightsEnabled;
  96670. /**
  96671. * Gets or sets a boolean indicating if lights are enabled on this scene
  96672. */
  96673. lightsEnabled: boolean;
  96674. /** All of the active cameras added to this scene. */
  96675. activeCameras: Camera[];
  96676. /** @hidden */
  96677. _activeCamera: Nullable<Camera>;
  96678. /** Gets or sets the current active camera */
  96679. activeCamera: Nullable<Camera>;
  96680. private _defaultMaterial;
  96681. /** The default material used on meshes when no material is affected */
  96682. /** The default material used on meshes when no material is affected */
  96683. defaultMaterial: Material;
  96684. private _texturesEnabled;
  96685. /**
  96686. * Gets or sets a boolean indicating if textures are enabled on this scene
  96687. */
  96688. texturesEnabled: boolean;
  96689. /**
  96690. * Gets or sets a boolean indicating if particles are enabled on this scene
  96691. */
  96692. particlesEnabled: boolean;
  96693. /**
  96694. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96695. */
  96696. spritesEnabled: boolean;
  96697. private _skeletonsEnabled;
  96698. /**
  96699. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96700. */
  96701. skeletonsEnabled: boolean;
  96702. /**
  96703. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96704. */
  96705. lensFlaresEnabled: boolean;
  96706. /**
  96707. * Gets or sets a boolean indicating if collisions are enabled on this scene
  96708. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96709. */
  96710. collisionsEnabled: boolean;
  96711. private _collisionCoordinator;
  96712. /** @hidden */
  96713. readonly collisionCoordinator: ICollisionCoordinator;
  96714. /**
  96715. * Defines the gravity applied to this scene (used only for collisions)
  96716. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96717. */
  96718. gravity: Vector3;
  96719. /**
  96720. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  96721. */
  96722. postProcessesEnabled: boolean;
  96723. /**
  96724. * The list of postprocesses added to the scene
  96725. */
  96726. postProcesses: PostProcess[];
  96727. /**
  96728. * Gets the current postprocess manager
  96729. */
  96730. postProcessManager: PostProcessManager;
  96731. /**
  96732. * Gets or sets a boolean indicating if render targets are enabled on this scene
  96733. */
  96734. renderTargetsEnabled: boolean;
  96735. /**
  96736. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  96737. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  96738. */
  96739. dumpNextRenderTargets: boolean;
  96740. /**
  96741. * The list of user defined render targets added to the scene
  96742. */
  96743. customRenderTargets: RenderTargetTexture[];
  96744. /**
  96745. * Defines if texture loading must be delayed
  96746. * If true, textures will only be loaded when they need to be rendered
  96747. */
  96748. useDelayedTextureLoading: boolean;
  96749. /**
  96750. * Gets the list of meshes imported to the scene through SceneLoader
  96751. */
  96752. importedMeshesFiles: String[];
  96753. /**
  96754. * Gets or sets a boolean indicating if probes are enabled on this scene
  96755. */
  96756. probesEnabled: boolean;
  96757. /**
  96758. * Gets or sets the current offline provider to use to store scene data
  96759. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  96760. */
  96761. offlineProvider: IOfflineProvider;
  96762. /**
  96763. * Gets or sets the action manager associated with the scene
  96764. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  96765. */
  96766. actionManager: AbstractActionManager;
  96767. private _meshesForIntersections;
  96768. /**
  96769. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  96770. */
  96771. proceduralTexturesEnabled: boolean;
  96772. private _engine;
  96773. private _totalVertices;
  96774. /** @hidden */
  96775. _activeIndices: PerfCounter;
  96776. /** @hidden */
  96777. _activeParticles: PerfCounter;
  96778. /** @hidden */
  96779. _activeBones: PerfCounter;
  96780. private _animationRatio;
  96781. /** @hidden */
  96782. _animationTimeLast: number;
  96783. /** @hidden */
  96784. _animationTime: number;
  96785. /**
  96786. * Gets or sets a general scale for animation speed
  96787. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  96788. */
  96789. animationTimeScale: number;
  96790. /** @hidden */
  96791. _cachedMaterial: Nullable<Material>;
  96792. /** @hidden */
  96793. _cachedEffect: Nullable<Effect>;
  96794. /** @hidden */
  96795. _cachedVisibility: Nullable<number>;
  96796. private _renderId;
  96797. private _frameId;
  96798. private _executeWhenReadyTimeoutId;
  96799. private _intermediateRendering;
  96800. private _viewUpdateFlag;
  96801. private _projectionUpdateFlag;
  96802. /** @hidden */
  96803. _toBeDisposed: Nullable<IDisposable>[];
  96804. private _activeRequests;
  96805. /** @hidden */
  96806. _pendingData: any[];
  96807. private _isDisposed;
  96808. /**
  96809. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  96810. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  96811. */
  96812. dispatchAllSubMeshesOfActiveMeshes: boolean;
  96813. private _activeMeshes;
  96814. private _processedMaterials;
  96815. private _renderTargets;
  96816. /** @hidden */
  96817. _activeParticleSystems: SmartArray<IParticleSystem>;
  96818. private _activeSkeletons;
  96819. private _softwareSkinnedMeshes;
  96820. private _renderingManager;
  96821. /** @hidden */
  96822. _activeAnimatables: Animatable[];
  96823. private _transformMatrix;
  96824. private _sceneUbo;
  96825. /** @hidden */
  96826. _viewMatrix: Matrix;
  96827. private _projectionMatrix;
  96828. /** @hidden */
  96829. _forcedViewPosition: Nullable<Vector3>;
  96830. /** @hidden */
  96831. _frustumPlanes: Plane[];
  96832. /**
  96833. * Gets the list of frustum planes (built from the active camera)
  96834. */
  96835. readonly frustumPlanes: Plane[];
  96836. /**
  96837. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  96838. * This is useful if there are more lights that the maximum simulteanous authorized
  96839. */
  96840. requireLightSorting: boolean;
  96841. /** @hidden */
  96842. readonly useMaterialMeshMap: boolean;
  96843. /** @hidden */
  96844. readonly useClonedMeshhMap: boolean;
  96845. private _externalData;
  96846. private _uid;
  96847. /**
  96848. * @hidden
  96849. * Backing store of defined scene components.
  96850. */
  96851. _components: ISceneComponent[];
  96852. /**
  96853. * @hidden
  96854. * Backing store of defined scene components.
  96855. */
  96856. _serializableComponents: ISceneSerializableComponent[];
  96857. /**
  96858. * List of components to register on the next registration step.
  96859. */
  96860. private _transientComponents;
  96861. /**
  96862. * Registers the transient components if needed.
  96863. */
  96864. private _registerTransientComponents;
  96865. /**
  96866. * @hidden
  96867. * Add a component to the scene.
  96868. * Note that the ccomponent could be registered on th next frame if this is called after
  96869. * the register component stage.
  96870. * @param component Defines the component to add to the scene
  96871. */
  96872. _addComponent(component: ISceneComponent): void;
  96873. /**
  96874. * @hidden
  96875. * Gets a component from the scene.
  96876. * @param name defines the name of the component to retrieve
  96877. * @returns the component or null if not present
  96878. */
  96879. _getComponent(name: string): Nullable<ISceneComponent>;
  96880. /**
  96881. * @hidden
  96882. * Defines the actions happening before camera updates.
  96883. */
  96884. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  96885. /**
  96886. * @hidden
  96887. * Defines the actions happening before clear the canvas.
  96888. */
  96889. _beforeClearStage: Stage<SimpleStageAction>;
  96890. /**
  96891. * @hidden
  96892. * Defines the actions when collecting render targets for the frame.
  96893. */
  96894. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96895. /**
  96896. * @hidden
  96897. * Defines the actions happening for one camera in the frame.
  96898. */
  96899. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96900. /**
  96901. * @hidden
  96902. * Defines the actions happening during the per mesh ready checks.
  96903. */
  96904. _isReadyForMeshStage: Stage<MeshStageAction>;
  96905. /**
  96906. * @hidden
  96907. * Defines the actions happening before evaluate active mesh checks.
  96908. */
  96909. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  96910. /**
  96911. * @hidden
  96912. * Defines the actions happening during the evaluate sub mesh checks.
  96913. */
  96914. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  96915. /**
  96916. * @hidden
  96917. * Defines the actions happening during the active mesh stage.
  96918. */
  96919. _activeMeshStage: Stage<ActiveMeshStageAction>;
  96920. /**
  96921. * @hidden
  96922. * Defines the actions happening during the per camera render target step.
  96923. */
  96924. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  96925. /**
  96926. * @hidden
  96927. * Defines the actions happening just before the active camera is drawing.
  96928. */
  96929. _beforeCameraDrawStage: Stage<CameraStageAction>;
  96930. /**
  96931. * @hidden
  96932. * Defines the actions happening just before a render target is drawing.
  96933. */
  96934. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96935. /**
  96936. * @hidden
  96937. * Defines the actions happening just before a rendering group is drawing.
  96938. */
  96939. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96940. /**
  96941. * @hidden
  96942. * Defines the actions happening just before a mesh is drawing.
  96943. */
  96944. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96945. /**
  96946. * @hidden
  96947. * Defines the actions happening just after a mesh has been drawn.
  96948. */
  96949. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96950. /**
  96951. * @hidden
  96952. * Defines the actions happening just after a rendering group has been drawn.
  96953. */
  96954. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96955. /**
  96956. * @hidden
  96957. * Defines the actions happening just after the active camera has been drawn.
  96958. */
  96959. _afterCameraDrawStage: Stage<CameraStageAction>;
  96960. /**
  96961. * @hidden
  96962. * Defines the actions happening just after a render target has been drawn.
  96963. */
  96964. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96965. /**
  96966. * @hidden
  96967. * Defines the actions happening just after rendering all cameras and computing intersections.
  96968. */
  96969. _afterRenderStage: Stage<SimpleStageAction>;
  96970. /**
  96971. * @hidden
  96972. * Defines the actions happening when a pointer move event happens.
  96973. */
  96974. _pointerMoveStage: Stage<PointerMoveStageAction>;
  96975. /**
  96976. * @hidden
  96977. * Defines the actions happening when a pointer down event happens.
  96978. */
  96979. _pointerDownStage: Stage<PointerUpDownStageAction>;
  96980. /**
  96981. * @hidden
  96982. * Defines the actions happening when a pointer up event happens.
  96983. */
  96984. _pointerUpStage: Stage<PointerUpDownStageAction>;
  96985. /**
  96986. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  96987. */
  96988. private geometriesByUniqueId;
  96989. /**
  96990. * Creates a new Scene
  96991. * @param engine defines the engine to use to render this scene
  96992. * @param options defines the scene options
  96993. */
  96994. constructor(engine: Engine, options?: SceneOptions);
  96995. /**
  96996. * Gets a string idenfifying the name of the class
  96997. * @returns "Scene" string
  96998. */
  96999. getClassName(): string;
  97000. private _defaultMeshCandidates;
  97001. /**
  97002. * @hidden
  97003. */
  97004. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97005. private _defaultSubMeshCandidates;
  97006. /**
  97007. * @hidden
  97008. */
  97009. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97010. /**
  97011. * Sets the default candidate providers for the scene.
  97012. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97013. * and getCollidingSubMeshCandidates to their default function
  97014. */
  97015. setDefaultCandidateProviders(): void;
  97016. /**
  97017. * Gets the mesh that is currently under the pointer
  97018. */
  97019. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97020. /**
  97021. * Gets or sets the current on-screen X position of the pointer
  97022. */
  97023. pointerX: number;
  97024. /**
  97025. * Gets or sets the current on-screen Y position of the pointer
  97026. */
  97027. pointerY: number;
  97028. /**
  97029. * Gets the cached material (ie. the latest rendered one)
  97030. * @returns the cached material
  97031. */
  97032. getCachedMaterial(): Nullable<Material>;
  97033. /**
  97034. * Gets the cached effect (ie. the latest rendered one)
  97035. * @returns the cached effect
  97036. */
  97037. getCachedEffect(): Nullable<Effect>;
  97038. /**
  97039. * Gets the cached visibility state (ie. the latest rendered one)
  97040. * @returns the cached visibility state
  97041. */
  97042. getCachedVisibility(): Nullable<number>;
  97043. /**
  97044. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97045. * @param material defines the current material
  97046. * @param effect defines the current effect
  97047. * @param visibility defines the current visibility state
  97048. * @returns true if one parameter is not cached
  97049. */
  97050. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97051. /**
  97052. * Gets the engine associated with the scene
  97053. * @returns an Engine
  97054. */
  97055. getEngine(): Engine;
  97056. /**
  97057. * Gets the total number of vertices rendered per frame
  97058. * @returns the total number of vertices rendered per frame
  97059. */
  97060. getTotalVertices(): number;
  97061. /**
  97062. * Gets the performance counter for total vertices
  97063. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97064. */
  97065. readonly totalVerticesPerfCounter: PerfCounter;
  97066. /**
  97067. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97068. * @returns the total number of active indices rendered per frame
  97069. */
  97070. getActiveIndices(): number;
  97071. /**
  97072. * Gets the performance counter for active indices
  97073. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97074. */
  97075. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97076. /**
  97077. * Gets the total number of active particles rendered per frame
  97078. * @returns the total number of active particles rendered per frame
  97079. */
  97080. getActiveParticles(): number;
  97081. /**
  97082. * Gets the performance counter for active particles
  97083. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97084. */
  97085. readonly activeParticlesPerfCounter: PerfCounter;
  97086. /**
  97087. * Gets the total number of active bones rendered per frame
  97088. * @returns the total number of active bones rendered per frame
  97089. */
  97090. getActiveBones(): number;
  97091. /**
  97092. * Gets the performance counter for active bones
  97093. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97094. */
  97095. readonly activeBonesPerfCounter: PerfCounter;
  97096. /**
  97097. * Gets the array of active meshes
  97098. * @returns an array of AbstractMesh
  97099. */
  97100. getActiveMeshes(): SmartArray<AbstractMesh>;
  97101. /**
  97102. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97103. * @returns a number
  97104. */
  97105. getAnimationRatio(): number;
  97106. /**
  97107. * Gets an unique Id for the current render phase
  97108. * @returns a number
  97109. */
  97110. getRenderId(): number;
  97111. /**
  97112. * Gets an unique Id for the current frame
  97113. * @returns a number
  97114. */
  97115. getFrameId(): number;
  97116. /** Call this function if you want to manually increment the render Id*/
  97117. incrementRenderId(): void;
  97118. private _createUbo;
  97119. /**
  97120. * Use this method to simulate a pointer move on a mesh
  97121. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97122. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97123. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97124. * @returns the current scene
  97125. */
  97126. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97127. /**
  97128. * Use this method to simulate a pointer down on a mesh
  97129. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97130. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97131. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97132. * @returns the current scene
  97133. */
  97134. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97135. /**
  97136. * Use this method to simulate a pointer up on a mesh
  97137. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97138. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97139. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97140. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97141. * @returns the current scene
  97142. */
  97143. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97144. /**
  97145. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97146. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97147. * @returns true if the pointer was captured
  97148. */
  97149. isPointerCaptured(pointerId?: number): boolean;
  97150. /**
  97151. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97152. * @param attachUp defines if you want to attach events to pointerup
  97153. * @param attachDown defines if you want to attach events to pointerdown
  97154. * @param attachMove defines if you want to attach events to pointermove
  97155. */
  97156. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97157. /** Detaches all event handlers*/
  97158. detachControl(): void;
  97159. /**
  97160. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97161. * Delay loaded resources are not taking in account
  97162. * @return true if all required resources are ready
  97163. */
  97164. isReady(): boolean;
  97165. /** Resets all cached information relative to material (including effect and visibility) */
  97166. resetCachedMaterial(): void;
  97167. /**
  97168. * Registers a function to be called before every frame render
  97169. * @param func defines the function to register
  97170. */
  97171. registerBeforeRender(func: () => void): void;
  97172. /**
  97173. * Unregisters a function called before every frame render
  97174. * @param func defines the function to unregister
  97175. */
  97176. unregisterBeforeRender(func: () => void): void;
  97177. /**
  97178. * Registers a function to be called after every frame render
  97179. * @param func defines the function to register
  97180. */
  97181. registerAfterRender(func: () => void): void;
  97182. /**
  97183. * Unregisters a function called after every frame render
  97184. * @param func defines the function to unregister
  97185. */
  97186. unregisterAfterRender(func: () => void): void;
  97187. private _executeOnceBeforeRender;
  97188. /**
  97189. * The provided function will run before render once and will be disposed afterwards.
  97190. * A timeout delay can be provided so that the function will be executed in N ms.
  97191. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97192. * @param func The function to be executed.
  97193. * @param timeout optional delay in ms
  97194. */
  97195. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97196. /** @hidden */
  97197. _addPendingData(data: any): void;
  97198. /** @hidden */
  97199. _removePendingData(data: any): void;
  97200. /**
  97201. * Returns the number of items waiting to be loaded
  97202. * @returns the number of items waiting to be loaded
  97203. */
  97204. getWaitingItemsCount(): number;
  97205. /**
  97206. * Returns a boolean indicating if the scene is still loading data
  97207. */
  97208. readonly isLoading: boolean;
  97209. /**
  97210. * Registers a function to be executed when the scene is ready
  97211. * @param {Function} func - the function to be executed
  97212. */
  97213. executeWhenReady(func: () => void): void;
  97214. /**
  97215. * Returns a promise that resolves when the scene is ready
  97216. * @returns A promise that resolves when the scene is ready
  97217. */
  97218. whenReadyAsync(): Promise<void>;
  97219. /** @hidden */
  97220. _checkIsReady(): void;
  97221. /**
  97222. * Gets all animatable attached to the scene
  97223. */
  97224. readonly animatables: Animatable[];
  97225. /**
  97226. * Resets the last animation time frame.
  97227. * Useful to override when animations start running when loading a scene for the first time.
  97228. */
  97229. resetLastAnimationTimeFrame(): void;
  97230. /**
  97231. * Gets the current view matrix
  97232. * @returns a Matrix
  97233. */
  97234. getViewMatrix(): Matrix;
  97235. /**
  97236. * Gets the current projection matrix
  97237. * @returns a Matrix
  97238. */
  97239. getProjectionMatrix(): Matrix;
  97240. /**
  97241. * Gets the current transform matrix
  97242. * @returns a Matrix made of View * Projection
  97243. */
  97244. getTransformMatrix(): Matrix;
  97245. /**
  97246. * Sets the current transform matrix
  97247. * @param viewL defines the View matrix to use
  97248. * @param projectionL defines the Projection matrix to use
  97249. * @param viewR defines the right View matrix to use (if provided)
  97250. * @param projectionR defines the right Projection matrix to use (if provided)
  97251. */
  97252. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97253. /**
  97254. * Gets the uniform buffer used to store scene data
  97255. * @returns a UniformBuffer
  97256. */
  97257. getSceneUniformBuffer(): UniformBuffer;
  97258. /**
  97259. * Gets an unique (relatively to the current scene) Id
  97260. * @returns an unique number for the scene
  97261. */
  97262. getUniqueId(): number;
  97263. /**
  97264. * Add a mesh to the list of scene's meshes
  97265. * @param newMesh defines the mesh to add
  97266. * @param recursive if all child meshes should also be added to the scene
  97267. */
  97268. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97269. /**
  97270. * Remove a mesh for the list of scene's meshes
  97271. * @param toRemove defines the mesh to remove
  97272. * @param recursive if all child meshes should also be removed from the scene
  97273. * @returns the index where the mesh was in the mesh list
  97274. */
  97275. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97276. /**
  97277. * Add a transform node to the list of scene's transform nodes
  97278. * @param newTransformNode defines the transform node to add
  97279. */
  97280. addTransformNode(newTransformNode: TransformNode): void;
  97281. /**
  97282. * Remove a transform node for the list of scene's transform nodes
  97283. * @param toRemove defines the transform node to remove
  97284. * @returns the index where the transform node was in the transform node list
  97285. */
  97286. removeTransformNode(toRemove: TransformNode): number;
  97287. /**
  97288. * Remove a skeleton for the list of scene's skeletons
  97289. * @param toRemove defines the skeleton to remove
  97290. * @returns the index where the skeleton was in the skeleton list
  97291. */
  97292. removeSkeleton(toRemove: Skeleton): number;
  97293. /**
  97294. * Remove a morph target for the list of scene's morph targets
  97295. * @param toRemove defines the morph target to remove
  97296. * @returns the index where the morph target was in the morph target list
  97297. */
  97298. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97299. /**
  97300. * Remove a light for the list of scene's lights
  97301. * @param toRemove defines the light to remove
  97302. * @returns the index where the light was in the light list
  97303. */
  97304. removeLight(toRemove: Light): number;
  97305. /**
  97306. * Remove a camera for the list of scene's cameras
  97307. * @param toRemove defines the camera to remove
  97308. * @returns the index where the camera was in the camera list
  97309. */
  97310. removeCamera(toRemove: Camera): number;
  97311. /**
  97312. * Remove a particle system for the list of scene's particle systems
  97313. * @param toRemove defines the particle system to remove
  97314. * @returns the index where the particle system was in the particle system list
  97315. */
  97316. removeParticleSystem(toRemove: IParticleSystem): number;
  97317. /**
  97318. * Remove a animation for the list of scene's animations
  97319. * @param toRemove defines the animation to remove
  97320. * @returns the index where the animation was in the animation list
  97321. */
  97322. removeAnimation(toRemove: Animation): number;
  97323. /**
  97324. * Will stop the animation of the given target
  97325. * @param target - the target
  97326. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97327. * @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)
  97328. */
  97329. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97330. /**
  97331. * Removes the given animation group from this scene.
  97332. * @param toRemove The animation group to remove
  97333. * @returns The index of the removed animation group
  97334. */
  97335. removeAnimationGroup(toRemove: AnimationGroup): number;
  97336. /**
  97337. * Removes the given multi-material from this scene.
  97338. * @param toRemove The multi-material to remove
  97339. * @returns The index of the removed multi-material
  97340. */
  97341. removeMultiMaterial(toRemove: MultiMaterial): number;
  97342. /**
  97343. * Removes the given material from this scene.
  97344. * @param toRemove The material to remove
  97345. * @returns The index of the removed material
  97346. */
  97347. removeMaterial(toRemove: Material): number;
  97348. /**
  97349. * Removes the given action manager from this scene.
  97350. * @param toRemove The action manager to remove
  97351. * @returns The index of the removed action manager
  97352. */
  97353. removeActionManager(toRemove: AbstractActionManager): number;
  97354. /**
  97355. * Removes the given texture from this scene.
  97356. * @param toRemove The texture to remove
  97357. * @returns The index of the removed texture
  97358. */
  97359. removeTexture(toRemove: BaseTexture): number;
  97360. /**
  97361. * Adds the given light to this scene
  97362. * @param newLight The light to add
  97363. */
  97364. addLight(newLight: Light): void;
  97365. /**
  97366. * Sorts the list list based on light priorities
  97367. */
  97368. sortLightsByPriority(): void;
  97369. /**
  97370. * Adds the given camera to this scene
  97371. * @param newCamera The camera to add
  97372. */
  97373. addCamera(newCamera: Camera): void;
  97374. /**
  97375. * Adds the given skeleton to this scene
  97376. * @param newSkeleton The skeleton to add
  97377. */
  97378. addSkeleton(newSkeleton: Skeleton): void;
  97379. /**
  97380. * Adds the given particle system to this scene
  97381. * @param newParticleSystem The particle system to add
  97382. */
  97383. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97384. /**
  97385. * Adds the given animation to this scene
  97386. * @param newAnimation The animation to add
  97387. */
  97388. addAnimation(newAnimation: Animation): void;
  97389. /**
  97390. * Adds the given animation group to this scene.
  97391. * @param newAnimationGroup The animation group to add
  97392. */
  97393. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97394. /**
  97395. * Adds the given multi-material to this scene
  97396. * @param newMultiMaterial The multi-material to add
  97397. */
  97398. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97399. /**
  97400. * Adds the given material to this scene
  97401. * @param newMaterial The material to add
  97402. */
  97403. addMaterial(newMaterial: Material): void;
  97404. /**
  97405. * Adds the given morph target to this scene
  97406. * @param newMorphTargetManager The morph target to add
  97407. */
  97408. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97409. /**
  97410. * Adds the given geometry to this scene
  97411. * @param newGeometry The geometry to add
  97412. */
  97413. addGeometry(newGeometry: Geometry): void;
  97414. /**
  97415. * Adds the given action manager to this scene
  97416. * @param newActionManager The action manager to add
  97417. */
  97418. addActionManager(newActionManager: AbstractActionManager): void;
  97419. /**
  97420. * Adds the given texture to this scene.
  97421. * @param newTexture The texture to add
  97422. */
  97423. addTexture(newTexture: BaseTexture): void;
  97424. /**
  97425. * Switch active camera
  97426. * @param newCamera defines the new active camera
  97427. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97428. */
  97429. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97430. /**
  97431. * sets the active camera of the scene using its ID
  97432. * @param id defines the camera's ID
  97433. * @return the new active camera or null if none found.
  97434. */
  97435. setActiveCameraByID(id: string): Nullable<Camera>;
  97436. /**
  97437. * sets the active camera of the scene using its name
  97438. * @param name defines the camera's name
  97439. * @returns the new active camera or null if none found.
  97440. */
  97441. setActiveCameraByName(name: string): Nullable<Camera>;
  97442. /**
  97443. * get an animation group using its name
  97444. * @param name defines the material's name
  97445. * @return the animation group or null if none found.
  97446. */
  97447. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97448. /**
  97449. * Get a material using its unique id
  97450. * @param uniqueId defines the material's unique id
  97451. * @return the material or null if none found.
  97452. */
  97453. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97454. /**
  97455. * get a material using its id
  97456. * @param id defines the material's ID
  97457. * @return the material or null if none found.
  97458. */
  97459. getMaterialByID(id: string): Nullable<Material>;
  97460. /**
  97461. * Gets a the last added material using a given id
  97462. * @param id defines the material's ID
  97463. * @return the last material with the given id or null if none found.
  97464. */
  97465. getLastMaterialByID(id: string): Nullable<Material>;
  97466. /**
  97467. * Gets a material using its name
  97468. * @param name defines the material's name
  97469. * @return the material or null if none found.
  97470. */
  97471. getMaterialByName(name: string): Nullable<Material>;
  97472. /**
  97473. * Gets a camera using its id
  97474. * @param id defines the id to look for
  97475. * @returns the camera or null if not found
  97476. */
  97477. getCameraByID(id: string): Nullable<Camera>;
  97478. /**
  97479. * Gets a camera using its unique id
  97480. * @param uniqueId defines the unique id to look for
  97481. * @returns the camera or null if not found
  97482. */
  97483. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97484. /**
  97485. * Gets a camera using its name
  97486. * @param name defines the camera's name
  97487. * @return the camera or null if none found.
  97488. */
  97489. getCameraByName(name: string): Nullable<Camera>;
  97490. /**
  97491. * Gets a bone using its id
  97492. * @param id defines the bone's id
  97493. * @return the bone or null if not found
  97494. */
  97495. getBoneByID(id: string): Nullable<Bone>;
  97496. /**
  97497. * Gets a bone using its id
  97498. * @param name defines the bone's name
  97499. * @return the bone or null if not found
  97500. */
  97501. getBoneByName(name: string): Nullable<Bone>;
  97502. /**
  97503. * Gets a light node using its name
  97504. * @param name defines the the light's name
  97505. * @return the light or null if none found.
  97506. */
  97507. getLightByName(name: string): Nullable<Light>;
  97508. /**
  97509. * Gets a light node using its id
  97510. * @param id defines the light's id
  97511. * @return the light or null if none found.
  97512. */
  97513. getLightByID(id: string): Nullable<Light>;
  97514. /**
  97515. * Gets a light node using its scene-generated unique ID
  97516. * @param uniqueId defines the light's unique id
  97517. * @return the light or null if none found.
  97518. */
  97519. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97520. /**
  97521. * Gets a particle system by id
  97522. * @param id defines the particle system id
  97523. * @return the corresponding system or null if none found
  97524. */
  97525. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97526. /**
  97527. * Gets a geometry using its ID
  97528. * @param id defines the geometry's id
  97529. * @return the geometry or null if none found.
  97530. */
  97531. getGeometryByID(id: string): Nullable<Geometry>;
  97532. private _getGeometryByUniqueID;
  97533. /**
  97534. * Add a new geometry to this scene
  97535. * @param geometry defines the geometry to be added to the scene.
  97536. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97537. * @return a boolean defining if the geometry was added or not
  97538. */
  97539. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97540. /**
  97541. * Removes an existing geometry
  97542. * @param geometry defines the geometry to be removed from the scene
  97543. * @return a boolean defining if the geometry was removed or not
  97544. */
  97545. removeGeometry(geometry: Geometry): boolean;
  97546. /**
  97547. * Gets the list of geometries attached to the scene
  97548. * @returns an array of Geometry
  97549. */
  97550. getGeometries(): Geometry[];
  97551. /**
  97552. * Gets the first added mesh found of a given ID
  97553. * @param id defines the id to search for
  97554. * @return the mesh found or null if not found at all
  97555. */
  97556. getMeshByID(id: string): Nullable<AbstractMesh>;
  97557. /**
  97558. * Gets a list of meshes using their id
  97559. * @param id defines the id to search for
  97560. * @returns a list of meshes
  97561. */
  97562. getMeshesByID(id: string): Array<AbstractMesh>;
  97563. /**
  97564. * Gets the first added transform node found of a given ID
  97565. * @param id defines the id to search for
  97566. * @return the found transform node or null if not found at all.
  97567. */
  97568. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97569. /**
  97570. * Gets a transform node with its auto-generated unique id
  97571. * @param uniqueId efines the unique id to search for
  97572. * @return the found transform node or null if not found at all.
  97573. */
  97574. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97575. /**
  97576. * Gets a list of transform nodes using their id
  97577. * @param id defines the id to search for
  97578. * @returns a list of transform nodes
  97579. */
  97580. getTransformNodesByID(id: string): Array<TransformNode>;
  97581. /**
  97582. * Gets a mesh with its auto-generated unique id
  97583. * @param uniqueId defines the unique id to search for
  97584. * @return the found mesh or null if not found at all.
  97585. */
  97586. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97587. /**
  97588. * Gets a the last added mesh using a given id
  97589. * @param id defines the id to search for
  97590. * @return the found mesh or null if not found at all.
  97591. */
  97592. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97593. /**
  97594. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97595. * @param id defines the id to search for
  97596. * @return the found node or null if not found at all
  97597. */
  97598. getLastEntryByID(id: string): Nullable<Node>;
  97599. /**
  97600. * Gets a node (Mesh, Camera, Light) using a given id
  97601. * @param id defines the id to search for
  97602. * @return the found node or null if not found at all
  97603. */
  97604. getNodeByID(id: string): Nullable<Node>;
  97605. /**
  97606. * Gets a node (Mesh, Camera, Light) using a given name
  97607. * @param name defines the name to search for
  97608. * @return the found node or null if not found at all.
  97609. */
  97610. getNodeByName(name: string): Nullable<Node>;
  97611. /**
  97612. * Gets a mesh using a given name
  97613. * @param name defines the name to search for
  97614. * @return the found mesh or null if not found at all.
  97615. */
  97616. getMeshByName(name: string): Nullable<AbstractMesh>;
  97617. /**
  97618. * Gets a transform node using a given name
  97619. * @param name defines the name to search for
  97620. * @return the found transform node or null if not found at all.
  97621. */
  97622. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97623. /**
  97624. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97625. * @param id defines the id to search for
  97626. * @return the found skeleton or null if not found at all.
  97627. */
  97628. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97629. /**
  97630. * Gets a skeleton using a given auto generated unique id
  97631. * @param uniqueId defines the unique id to search for
  97632. * @return the found skeleton or null if not found at all.
  97633. */
  97634. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97635. /**
  97636. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97637. * @param id defines the id to search for
  97638. * @return the found skeleton or null if not found at all.
  97639. */
  97640. getSkeletonById(id: string): Nullable<Skeleton>;
  97641. /**
  97642. * Gets a skeleton using a given name
  97643. * @param name defines the name to search for
  97644. * @return the found skeleton or null if not found at all.
  97645. */
  97646. getSkeletonByName(name: string): Nullable<Skeleton>;
  97647. /**
  97648. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97649. * @param id defines the id to search for
  97650. * @return the found morph target manager or null if not found at all.
  97651. */
  97652. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97653. /**
  97654. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97655. * @param id defines the id to search for
  97656. * @return the found morph target or null if not found at all.
  97657. */
  97658. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97659. /**
  97660. * Gets a boolean indicating if the given mesh is active
  97661. * @param mesh defines the mesh to look for
  97662. * @returns true if the mesh is in the active list
  97663. */
  97664. isActiveMesh(mesh: AbstractMesh): boolean;
  97665. /**
  97666. * Return a unique id as a string which can serve as an identifier for the scene
  97667. */
  97668. readonly uid: string;
  97669. /**
  97670. * Add an externaly attached data from its key.
  97671. * This method call will fail and return false, if such key already exists.
  97672. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97673. * @param key the unique key that identifies the data
  97674. * @param data the data object to associate to the key for this Engine instance
  97675. * @return true if no such key were already present and the data was added successfully, false otherwise
  97676. */
  97677. addExternalData<T>(key: string, data: T): boolean;
  97678. /**
  97679. * Get an externaly attached data from its key
  97680. * @param key the unique key that identifies the data
  97681. * @return the associated data, if present (can be null), or undefined if not present
  97682. */
  97683. getExternalData<T>(key: string): Nullable<T>;
  97684. /**
  97685. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97686. * @param key the unique key that identifies the data
  97687. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97688. * @return the associated data, can be null if the factory returned null.
  97689. */
  97690. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97691. /**
  97692. * Remove an externaly attached data from the Engine instance
  97693. * @param key the unique key that identifies the data
  97694. * @return true if the data was successfully removed, false if it doesn't exist
  97695. */
  97696. removeExternalData(key: string): boolean;
  97697. private _evaluateSubMesh;
  97698. /**
  97699. * Clear the processed materials smart array preventing retention point in material dispose.
  97700. */
  97701. freeProcessedMaterials(): void;
  97702. private _preventFreeActiveMeshesAndRenderingGroups;
  97703. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97704. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97705. * when disposing several meshes in a row or a hierarchy of meshes.
  97706. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97707. */
  97708. blockfreeActiveMeshesAndRenderingGroups: boolean;
  97709. /**
  97710. * Clear the active meshes smart array preventing retention point in mesh dispose.
  97711. */
  97712. freeActiveMeshes(): void;
  97713. /**
  97714. * Clear the info related to rendering groups preventing retention points during dispose.
  97715. */
  97716. freeRenderingGroups(): void;
  97717. /** @hidden */
  97718. _isInIntermediateRendering(): boolean;
  97719. /**
  97720. * Lambda returning the list of potentially active meshes.
  97721. */
  97722. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  97723. /**
  97724. * Lambda returning the list of potentially active sub meshes.
  97725. */
  97726. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  97727. /**
  97728. * Lambda returning the list of potentially intersecting sub meshes.
  97729. */
  97730. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  97731. /**
  97732. * Lambda returning the list of potentially colliding sub meshes.
  97733. */
  97734. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  97735. private _activeMeshesFrozen;
  97736. /**
  97737. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  97738. * @returns the current scene
  97739. */
  97740. freezeActiveMeshes(): Scene;
  97741. /**
  97742. * Use this function to restart evaluating active meshes on every frame
  97743. * @returns the current scene
  97744. */
  97745. unfreezeActiveMeshes(): Scene;
  97746. private _evaluateActiveMeshes;
  97747. private _activeMesh;
  97748. /**
  97749. * Update the transform matrix to update from the current active camera
  97750. * @param force defines a boolean used to force the update even if cache is up to date
  97751. */
  97752. updateTransformMatrix(force?: boolean): void;
  97753. private _bindFrameBuffer;
  97754. /** @hidden */
  97755. _allowPostProcessClearColor: boolean;
  97756. /** @hidden */
  97757. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  97758. private _processSubCameras;
  97759. private _checkIntersections;
  97760. /** @hidden */
  97761. _advancePhysicsEngineStep(step: number): void;
  97762. /**
  97763. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  97764. */
  97765. getDeterministicFrameTime: () => number;
  97766. /** @hidden */
  97767. _animate(): void;
  97768. /** Execute all animations (for a frame) */
  97769. animate(): void;
  97770. /**
  97771. * Render the scene
  97772. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  97773. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  97774. */
  97775. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  97776. /**
  97777. * Freeze all materials
  97778. * A frozen material will not be updatable but should be faster to render
  97779. */
  97780. freezeMaterials(): void;
  97781. /**
  97782. * Unfreeze all materials
  97783. * A frozen material will not be updatable but should be faster to render
  97784. */
  97785. unfreezeMaterials(): void;
  97786. /**
  97787. * Releases all held ressources
  97788. */
  97789. dispose(): void;
  97790. /**
  97791. * Gets if the scene is already disposed
  97792. */
  97793. readonly isDisposed: boolean;
  97794. /**
  97795. * Call this function to reduce memory footprint of the scene.
  97796. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  97797. */
  97798. clearCachedVertexData(): void;
  97799. /**
  97800. * This function will remove the local cached buffer data from texture.
  97801. * It will save memory but will prevent the texture from being rebuilt
  97802. */
  97803. cleanCachedTextureBuffer(): void;
  97804. /**
  97805. * Get the world extend vectors with an optional filter
  97806. *
  97807. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  97808. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  97809. */
  97810. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  97811. min: Vector3;
  97812. max: Vector3;
  97813. };
  97814. /**
  97815. * Creates a ray that can be used to pick in the scene
  97816. * @param x defines the x coordinate of the origin (on-screen)
  97817. * @param y defines the y coordinate of the origin (on-screen)
  97818. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97819. * @param camera defines the camera to use for the picking
  97820. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97821. * @returns a Ray
  97822. */
  97823. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  97824. /**
  97825. * Creates a ray that can be used to pick in the scene
  97826. * @param x defines the x coordinate of the origin (on-screen)
  97827. * @param y defines the y coordinate of the origin (on-screen)
  97828. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97829. * @param result defines the ray where to store the picking ray
  97830. * @param camera defines the camera to use for the picking
  97831. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97832. * @returns the current scene
  97833. */
  97834. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  97835. /**
  97836. * Creates a ray that can be used to pick in the scene
  97837. * @param x defines the x coordinate of the origin (on-screen)
  97838. * @param y defines the y coordinate of the origin (on-screen)
  97839. * @param camera defines the camera to use for the picking
  97840. * @returns a Ray
  97841. */
  97842. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  97843. /**
  97844. * Creates a ray that can be used to pick in the scene
  97845. * @param x defines the x coordinate of the origin (on-screen)
  97846. * @param y defines the y coordinate of the origin (on-screen)
  97847. * @param result defines the ray where to store the picking ray
  97848. * @param camera defines the camera to use for the picking
  97849. * @returns the current scene
  97850. */
  97851. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  97852. /** Launch a ray to try to pick a mesh in the scene
  97853. * @param x position on screen
  97854. * @param y position on screen
  97855. * @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
  97856. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  97857. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97858. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97859. * @returns a PickingInfo
  97860. */
  97861. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97862. /** Use the given ray to pick a mesh in the scene
  97863. * @param ray The ray to use to pick meshes
  97864. * @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
  97865. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  97866. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97867. * @returns a PickingInfo
  97868. */
  97869. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97870. /**
  97871. * Launch a ray to try to pick a mesh in the scene
  97872. * @param x X position on screen
  97873. * @param y Y position on screen
  97874. * @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
  97875. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97876. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97877. * @returns an array of PickingInfo
  97878. */
  97879. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97880. /**
  97881. * Launch a ray to try to pick a mesh in the scene
  97882. * @param ray Ray to use
  97883. * @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
  97884. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97885. * @returns an array of PickingInfo
  97886. */
  97887. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97888. /**
  97889. * Force the value of meshUnderPointer
  97890. * @param mesh defines the mesh to use
  97891. */
  97892. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97893. /**
  97894. * Gets the mesh under the pointer
  97895. * @returns a Mesh or null if no mesh is under the pointer
  97896. */
  97897. getPointerOverMesh(): Nullable<AbstractMesh>;
  97898. /** @hidden */
  97899. _rebuildGeometries(): void;
  97900. /** @hidden */
  97901. _rebuildTextures(): void;
  97902. private _getByTags;
  97903. /**
  97904. * Get a list of meshes by tags
  97905. * @param tagsQuery defines the tags query to use
  97906. * @param forEach defines a predicate used to filter results
  97907. * @returns an array of Mesh
  97908. */
  97909. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  97910. /**
  97911. * Get a list of cameras by tags
  97912. * @param tagsQuery defines the tags query to use
  97913. * @param forEach defines a predicate used to filter results
  97914. * @returns an array of Camera
  97915. */
  97916. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  97917. /**
  97918. * Get a list of lights by tags
  97919. * @param tagsQuery defines the tags query to use
  97920. * @param forEach defines a predicate used to filter results
  97921. * @returns an array of Light
  97922. */
  97923. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  97924. /**
  97925. * Get a list of materials by tags
  97926. * @param tagsQuery defines the tags query to use
  97927. * @param forEach defines a predicate used to filter results
  97928. * @returns an array of Material
  97929. */
  97930. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  97931. /**
  97932. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  97933. * This allowed control for front to back rendering or reversly depending of the special needs.
  97934. *
  97935. * @param renderingGroupId The rendering group id corresponding to its index
  97936. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  97937. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  97938. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  97939. */
  97940. 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;
  97941. /**
  97942. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  97943. *
  97944. * @param renderingGroupId The rendering group id corresponding to its index
  97945. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  97946. * @param depth Automatically clears depth between groups if true and autoClear is true.
  97947. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  97948. */
  97949. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  97950. /**
  97951. * Gets the current auto clear configuration for one rendering group of the rendering
  97952. * manager.
  97953. * @param index the rendering group index to get the information for
  97954. * @returns The auto clear setup for the requested rendering group
  97955. */
  97956. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  97957. private _blockMaterialDirtyMechanism;
  97958. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  97959. blockMaterialDirtyMechanism: boolean;
  97960. /**
  97961. * Will flag all materials as dirty to trigger new shader compilation
  97962. * @param flag defines the flag used to specify which material part must be marked as dirty
  97963. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  97964. */
  97965. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  97966. /** @hidden */
  97967. _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;
  97968. /** @hidden */
  97969. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97970. }
  97971. }
  97972. declare module BABYLON {
  97973. /**
  97974. * Set of assets to keep when moving a scene into an asset container.
  97975. */
  97976. export class KeepAssets extends AbstractScene {
  97977. }
  97978. /**
  97979. * Container with a set of assets that can be added or removed from a scene.
  97980. */
  97981. export class AssetContainer extends AbstractScene {
  97982. /**
  97983. * The scene the AssetContainer belongs to.
  97984. */
  97985. scene: Scene;
  97986. /**
  97987. * Instantiates an AssetContainer.
  97988. * @param scene The scene the AssetContainer belongs to.
  97989. */
  97990. constructor(scene: Scene);
  97991. /**
  97992. * Adds all the assets from the container to the scene.
  97993. */
  97994. addAllToScene(): void;
  97995. /**
  97996. * Removes all the assets in the container from the scene
  97997. */
  97998. removeAllFromScene(): void;
  97999. /**
  98000. * Disposes all the assets in the container
  98001. */
  98002. dispose(): void;
  98003. private _moveAssets;
  98004. /**
  98005. * Removes all the assets contained in the scene and adds them to the container.
  98006. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98007. */
  98008. moveAllFromScene(keepAssets?: KeepAssets): void;
  98009. /**
  98010. * 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.
  98011. * @returns the root mesh
  98012. */
  98013. createRootMesh(): Mesh;
  98014. }
  98015. }
  98016. declare module BABYLON {
  98017. /**
  98018. * Defines how the parser contract is defined.
  98019. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98020. */
  98021. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98022. /**
  98023. * Defines how the individual parser contract is defined.
  98024. * These parser can parse an individual asset
  98025. */
  98026. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98027. /**
  98028. * Base class of the scene acting as a container for the different elements composing a scene.
  98029. * This class is dynamically extended by the different components of the scene increasing
  98030. * flexibility and reducing coupling
  98031. */
  98032. export abstract class AbstractScene {
  98033. /**
  98034. * Stores the list of available parsers in the application.
  98035. */
  98036. private static _BabylonFileParsers;
  98037. /**
  98038. * Stores the list of available individual parsers in the application.
  98039. */
  98040. private static _IndividualBabylonFileParsers;
  98041. /**
  98042. * Adds a parser in the list of available ones
  98043. * @param name Defines the name of the parser
  98044. * @param parser Defines the parser to add
  98045. */
  98046. static AddParser(name: string, parser: BabylonFileParser): void;
  98047. /**
  98048. * Gets a general parser from the list of avaialble ones
  98049. * @param name Defines the name of the parser
  98050. * @returns the requested parser or null
  98051. */
  98052. static GetParser(name: string): Nullable<BabylonFileParser>;
  98053. /**
  98054. * Adds n individual parser in the list of available ones
  98055. * @param name Defines the name of the parser
  98056. * @param parser Defines the parser to add
  98057. */
  98058. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98059. /**
  98060. * Gets an individual parser from the list of avaialble ones
  98061. * @param name Defines the name of the parser
  98062. * @returns the requested parser or null
  98063. */
  98064. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98065. /**
  98066. * Parser json data and populate both a scene and its associated container object
  98067. * @param jsonData Defines the data to parse
  98068. * @param scene Defines the scene to parse the data for
  98069. * @param container Defines the container attached to the parsing sequence
  98070. * @param rootUrl Defines the root url of the data
  98071. */
  98072. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98073. /**
  98074. * Gets the list of root nodes (ie. nodes with no parent)
  98075. */
  98076. rootNodes: Node[];
  98077. /** All of the cameras added to this scene
  98078. * @see http://doc.babylonjs.com/babylon101/cameras
  98079. */
  98080. cameras: Camera[];
  98081. /**
  98082. * All of the lights added to this scene
  98083. * @see http://doc.babylonjs.com/babylon101/lights
  98084. */
  98085. lights: Light[];
  98086. /**
  98087. * All of the (abstract) meshes added to this scene
  98088. */
  98089. meshes: AbstractMesh[];
  98090. /**
  98091. * The list of skeletons added to the scene
  98092. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98093. */
  98094. skeletons: Skeleton[];
  98095. /**
  98096. * All of the particle systems added to this scene
  98097. * @see http://doc.babylonjs.com/babylon101/particles
  98098. */
  98099. particleSystems: IParticleSystem[];
  98100. /**
  98101. * Gets a list of Animations associated with the scene
  98102. */
  98103. animations: Animation[];
  98104. /**
  98105. * All of the animation groups added to this scene
  98106. * @see http://doc.babylonjs.com/how_to/group
  98107. */
  98108. animationGroups: AnimationGroup[];
  98109. /**
  98110. * All of the multi-materials added to this scene
  98111. * @see http://doc.babylonjs.com/how_to/multi_materials
  98112. */
  98113. multiMaterials: MultiMaterial[];
  98114. /**
  98115. * All of the materials added to this scene
  98116. * In the context of a Scene, it is not supposed to be modified manually.
  98117. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98118. * Note also that the order of the Material wihin the array is not significant and might change.
  98119. * @see http://doc.babylonjs.com/babylon101/materials
  98120. */
  98121. materials: Material[];
  98122. /**
  98123. * The list of morph target managers added to the scene
  98124. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98125. */
  98126. morphTargetManagers: MorphTargetManager[];
  98127. /**
  98128. * The list of geometries used in the scene.
  98129. */
  98130. geometries: Geometry[];
  98131. /**
  98132. * All of the tranform nodes added to this scene
  98133. * In the context of a Scene, it is not supposed to be modified manually.
  98134. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98135. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98136. * @see http://doc.babylonjs.com/how_to/transformnode
  98137. */
  98138. transformNodes: TransformNode[];
  98139. /**
  98140. * ActionManagers available on the scene.
  98141. */
  98142. actionManagers: AbstractActionManager[];
  98143. /**
  98144. * Textures to keep.
  98145. */
  98146. textures: BaseTexture[];
  98147. /**
  98148. * Environment texture for the scene
  98149. */
  98150. environmentTexture: Nullable<BaseTexture>;
  98151. }
  98152. }
  98153. declare module BABYLON {
  98154. /**
  98155. * Interface used to define options for Sound class
  98156. */
  98157. export interface ISoundOptions {
  98158. /**
  98159. * Does the sound autoplay once loaded.
  98160. */
  98161. autoplay?: boolean;
  98162. /**
  98163. * Does the sound loop after it finishes playing once.
  98164. */
  98165. loop?: boolean;
  98166. /**
  98167. * Sound's volume
  98168. */
  98169. volume?: number;
  98170. /**
  98171. * Is it a spatial sound?
  98172. */
  98173. spatialSound?: boolean;
  98174. /**
  98175. * Maximum distance to hear that sound
  98176. */
  98177. maxDistance?: number;
  98178. /**
  98179. * Uses user defined attenuation function
  98180. */
  98181. useCustomAttenuation?: boolean;
  98182. /**
  98183. * Define the roll off factor of spatial sounds.
  98184. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98185. */
  98186. rolloffFactor?: number;
  98187. /**
  98188. * Define the reference distance the sound should be heard perfectly.
  98189. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98190. */
  98191. refDistance?: number;
  98192. /**
  98193. * Define the distance attenuation model the sound will follow.
  98194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98195. */
  98196. distanceModel?: string;
  98197. /**
  98198. * Defines the playback speed (1 by default)
  98199. */
  98200. playbackRate?: number;
  98201. /**
  98202. * Defines if the sound is from a streaming source
  98203. */
  98204. streaming?: boolean;
  98205. /**
  98206. * Defines an optional length (in seconds) inside the sound file
  98207. */
  98208. length?: number;
  98209. /**
  98210. * Defines an optional offset (in seconds) inside the sound file
  98211. */
  98212. offset?: number;
  98213. /**
  98214. * If true, URLs will not be required to state the audio file codec to use.
  98215. */
  98216. skipCodecCheck?: boolean;
  98217. }
  98218. /**
  98219. * Defines a sound that can be played in the application.
  98220. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98221. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98222. */
  98223. export class Sound {
  98224. /**
  98225. * The name of the sound in the scene.
  98226. */
  98227. name: string;
  98228. /**
  98229. * Does the sound autoplay once loaded.
  98230. */
  98231. autoplay: boolean;
  98232. /**
  98233. * Does the sound loop after it finishes playing once.
  98234. */
  98235. loop: boolean;
  98236. /**
  98237. * Does the sound use a custom attenuation curve to simulate the falloff
  98238. * happening when the source gets further away from the camera.
  98239. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98240. */
  98241. useCustomAttenuation: boolean;
  98242. /**
  98243. * The sound track id this sound belongs to.
  98244. */
  98245. soundTrackId: number;
  98246. /**
  98247. * Is this sound currently played.
  98248. */
  98249. isPlaying: boolean;
  98250. /**
  98251. * Is this sound currently paused.
  98252. */
  98253. isPaused: boolean;
  98254. /**
  98255. * Does this sound enables spatial sound.
  98256. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98257. */
  98258. spatialSound: boolean;
  98259. /**
  98260. * Define the reference distance the sound should be heard perfectly.
  98261. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98262. */
  98263. refDistance: number;
  98264. /**
  98265. * Define the roll off factor of spatial sounds.
  98266. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98267. */
  98268. rolloffFactor: number;
  98269. /**
  98270. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98271. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98272. */
  98273. maxDistance: number;
  98274. /**
  98275. * Define the distance attenuation model the sound will follow.
  98276. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98277. */
  98278. distanceModel: string;
  98279. /**
  98280. * @hidden
  98281. * Back Compat
  98282. **/
  98283. onended: () => any;
  98284. /**
  98285. * Observable event when the current playing sound finishes.
  98286. */
  98287. onEndedObservable: Observable<Sound>;
  98288. private _panningModel;
  98289. private _playbackRate;
  98290. private _streaming;
  98291. private _startTime;
  98292. private _startOffset;
  98293. private _position;
  98294. /** @hidden */
  98295. _positionInEmitterSpace: boolean;
  98296. private _localDirection;
  98297. private _volume;
  98298. private _isReadyToPlay;
  98299. private _isDirectional;
  98300. private _readyToPlayCallback;
  98301. private _audioBuffer;
  98302. private _soundSource;
  98303. private _streamingSource;
  98304. private _soundPanner;
  98305. private _soundGain;
  98306. private _inputAudioNode;
  98307. private _outputAudioNode;
  98308. private _coneInnerAngle;
  98309. private _coneOuterAngle;
  98310. private _coneOuterGain;
  98311. private _scene;
  98312. private _connectedTransformNode;
  98313. private _customAttenuationFunction;
  98314. private _registerFunc;
  98315. private _isOutputConnected;
  98316. private _htmlAudioElement;
  98317. private _urlType;
  98318. private _length?;
  98319. private _offset?;
  98320. /** @hidden */
  98321. static _SceneComponentInitialization: (scene: Scene) => void;
  98322. /**
  98323. * Create a sound and attach it to a scene
  98324. * @param name Name of your sound
  98325. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98326. * @param scene defines the scene the sound belongs to
  98327. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98328. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98329. */
  98330. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98331. /**
  98332. * Release the sound and its associated resources
  98333. */
  98334. dispose(): void;
  98335. /**
  98336. * Gets if the sounds is ready to be played or not.
  98337. * @returns true if ready, otherwise false
  98338. */
  98339. isReady(): boolean;
  98340. private _soundLoaded;
  98341. /**
  98342. * Sets the data of the sound from an audiobuffer
  98343. * @param audioBuffer The audioBuffer containing the data
  98344. */
  98345. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98346. /**
  98347. * Updates the current sounds options such as maxdistance, loop...
  98348. * @param options A JSON object containing values named as the object properties
  98349. */
  98350. updateOptions(options: ISoundOptions): void;
  98351. private _createSpatialParameters;
  98352. private _updateSpatialParameters;
  98353. /**
  98354. * Switch the panning model to HRTF:
  98355. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98356. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98357. */
  98358. switchPanningModelToHRTF(): void;
  98359. /**
  98360. * Switch the panning model to Equal Power:
  98361. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98362. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98363. */
  98364. switchPanningModelToEqualPower(): void;
  98365. private _switchPanningModel;
  98366. /**
  98367. * Connect this sound to a sound track audio node like gain...
  98368. * @param soundTrackAudioNode the sound track audio node to connect to
  98369. */
  98370. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98371. /**
  98372. * Transform this sound into a directional source
  98373. * @param coneInnerAngle Size of the inner cone in degree
  98374. * @param coneOuterAngle Size of the outer cone in degree
  98375. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98376. */
  98377. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98378. /**
  98379. * Gets or sets the inner angle for the directional cone.
  98380. */
  98381. /**
  98382. * Gets or sets the inner angle for the directional cone.
  98383. */
  98384. directionalConeInnerAngle: number;
  98385. /**
  98386. * Gets or sets the outer angle for the directional cone.
  98387. */
  98388. /**
  98389. * Gets or sets the outer angle for the directional cone.
  98390. */
  98391. directionalConeOuterAngle: number;
  98392. /**
  98393. * Sets the position of the emitter if spatial sound is enabled
  98394. * @param newPosition Defines the new posisiton
  98395. */
  98396. setPosition(newPosition: Vector3): void;
  98397. /**
  98398. * Sets the local direction of the emitter if spatial sound is enabled
  98399. * @param newLocalDirection Defines the new local direction
  98400. */
  98401. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98402. private _updateDirection;
  98403. /** @hidden */
  98404. updateDistanceFromListener(): void;
  98405. /**
  98406. * Sets a new custom attenuation function for the sound.
  98407. * @param callback Defines the function used for the attenuation
  98408. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98409. */
  98410. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98411. /**
  98412. * Play the sound
  98413. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98414. * @param offset (optional) Start the sound at a specific time in seconds
  98415. * @param length (optional) Sound duration (in seconds)
  98416. */
  98417. play(time?: number, offset?: number, length?: number): void;
  98418. private _onended;
  98419. /**
  98420. * Stop the sound
  98421. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98422. */
  98423. stop(time?: number): void;
  98424. /**
  98425. * Put the sound in pause
  98426. */
  98427. pause(): void;
  98428. /**
  98429. * Sets a dedicated volume for this sounds
  98430. * @param newVolume Define the new volume of the sound
  98431. * @param time Define time for gradual change to new volume
  98432. */
  98433. setVolume(newVolume: number, time?: number): void;
  98434. /**
  98435. * Set the sound play back rate
  98436. * @param newPlaybackRate Define the playback rate the sound should be played at
  98437. */
  98438. setPlaybackRate(newPlaybackRate: number): void;
  98439. /**
  98440. * Gets the volume of the sound.
  98441. * @returns the volume of the sound
  98442. */
  98443. getVolume(): number;
  98444. /**
  98445. * Attach the sound to a dedicated mesh
  98446. * @param transformNode The transform node to connect the sound with
  98447. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98448. */
  98449. attachToMesh(transformNode: TransformNode): void;
  98450. /**
  98451. * Detach the sound from the previously attached mesh
  98452. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98453. */
  98454. detachFromMesh(): void;
  98455. private _onRegisterAfterWorldMatrixUpdate;
  98456. /**
  98457. * Clone the current sound in the scene.
  98458. * @returns the new sound clone
  98459. */
  98460. clone(): Nullable<Sound>;
  98461. /**
  98462. * Gets the current underlying audio buffer containing the data
  98463. * @returns the audio buffer
  98464. */
  98465. getAudioBuffer(): Nullable<AudioBuffer>;
  98466. /**
  98467. * Serializes the Sound in a JSON representation
  98468. * @returns the JSON representation of the sound
  98469. */
  98470. serialize(): any;
  98471. /**
  98472. * Parse a JSON representation of a sound to innstantiate in a given scene
  98473. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98474. * @param scene Define the scene the new parsed sound should be created in
  98475. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98476. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98477. * @returns the newly parsed sound
  98478. */
  98479. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98480. }
  98481. }
  98482. declare module BABYLON {
  98483. /**
  98484. * This defines an action helpful to play a defined sound on a triggered action.
  98485. */
  98486. export class PlaySoundAction extends Action {
  98487. private _sound;
  98488. /**
  98489. * Instantiate the action
  98490. * @param triggerOptions defines the trigger options
  98491. * @param sound defines the sound to play
  98492. * @param condition defines the trigger related conditions
  98493. */
  98494. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98495. /** @hidden */
  98496. _prepare(): void;
  98497. /**
  98498. * Execute the action and play the sound.
  98499. */
  98500. execute(): void;
  98501. /**
  98502. * Serializes the actions and its related information.
  98503. * @param parent defines the object to serialize in
  98504. * @returns the serialized object
  98505. */
  98506. serialize(parent: any): any;
  98507. }
  98508. /**
  98509. * This defines an action helpful to stop a defined sound on a triggered action.
  98510. */
  98511. export class StopSoundAction extends Action {
  98512. private _sound;
  98513. /**
  98514. * Instantiate the action
  98515. * @param triggerOptions defines the trigger options
  98516. * @param sound defines the sound to stop
  98517. * @param condition defines the trigger related conditions
  98518. */
  98519. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98520. /** @hidden */
  98521. _prepare(): void;
  98522. /**
  98523. * Execute the action and stop the sound.
  98524. */
  98525. execute(): void;
  98526. /**
  98527. * Serializes the actions and its related information.
  98528. * @param parent defines the object to serialize in
  98529. * @returns the serialized object
  98530. */
  98531. serialize(parent: any): any;
  98532. }
  98533. }
  98534. declare module BABYLON {
  98535. /**
  98536. * This defines an action responsible to change the value of a property
  98537. * by interpolating between its current value and the newly set one once triggered.
  98538. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98539. */
  98540. export class InterpolateValueAction extends Action {
  98541. /**
  98542. * Defines the path of the property where the value should be interpolated
  98543. */
  98544. propertyPath: string;
  98545. /**
  98546. * Defines the target value at the end of the interpolation.
  98547. */
  98548. value: any;
  98549. /**
  98550. * Defines the time it will take for the property to interpolate to the value.
  98551. */
  98552. duration: number;
  98553. /**
  98554. * Defines if the other scene animations should be stopped when the action has been triggered
  98555. */
  98556. stopOtherAnimations?: boolean;
  98557. /**
  98558. * Defines a callback raised once the interpolation animation has been done.
  98559. */
  98560. onInterpolationDone?: () => void;
  98561. /**
  98562. * Observable triggered once the interpolation animation has been done.
  98563. */
  98564. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98565. private _target;
  98566. private _effectiveTarget;
  98567. private _property;
  98568. /**
  98569. * Instantiate the action
  98570. * @param triggerOptions defines the trigger options
  98571. * @param target defines the object containing the value to interpolate
  98572. * @param propertyPath defines the path to the property in the target object
  98573. * @param value defines the target value at the end of the interpolation
  98574. * @param duration deines the time it will take for the property to interpolate to the value.
  98575. * @param condition defines the trigger related conditions
  98576. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98577. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98578. */
  98579. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98580. /** @hidden */
  98581. _prepare(): void;
  98582. /**
  98583. * Execute the action starts the value interpolation.
  98584. */
  98585. execute(): void;
  98586. /**
  98587. * Serializes the actions and its related information.
  98588. * @param parent defines the object to serialize in
  98589. * @returns the serialized object
  98590. */
  98591. serialize(parent: any): any;
  98592. }
  98593. }
  98594. declare module BABYLON {
  98595. /**
  98596. * Options allowed during the creation of a sound track.
  98597. */
  98598. export interface ISoundTrackOptions {
  98599. /**
  98600. * The volume the sound track should take during creation
  98601. */
  98602. volume?: number;
  98603. /**
  98604. * Define if the sound track is the main sound track of the scene
  98605. */
  98606. mainTrack?: boolean;
  98607. }
  98608. /**
  98609. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98610. * It will be also used in a future release to apply effects on a specific track.
  98611. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98612. */
  98613. export class SoundTrack {
  98614. /**
  98615. * The unique identifier of the sound track in the scene.
  98616. */
  98617. id: number;
  98618. /**
  98619. * The list of sounds included in the sound track.
  98620. */
  98621. soundCollection: Array<Sound>;
  98622. private _outputAudioNode;
  98623. private _scene;
  98624. private _isMainTrack;
  98625. private _connectedAnalyser;
  98626. private _options;
  98627. private _isInitialized;
  98628. /**
  98629. * Creates a new sound track.
  98630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98631. * @param scene Define the scene the sound track belongs to
  98632. * @param options
  98633. */
  98634. constructor(scene: Scene, options?: ISoundTrackOptions);
  98635. private _initializeSoundTrackAudioGraph;
  98636. /**
  98637. * Release the sound track and its associated resources
  98638. */
  98639. dispose(): void;
  98640. /**
  98641. * Adds a sound to this sound track
  98642. * @param sound define the cound to add
  98643. * @ignoreNaming
  98644. */
  98645. AddSound(sound: Sound): void;
  98646. /**
  98647. * Removes a sound to this sound track
  98648. * @param sound define the cound to remove
  98649. * @ignoreNaming
  98650. */
  98651. RemoveSound(sound: Sound): void;
  98652. /**
  98653. * Set a global volume for the full sound track.
  98654. * @param newVolume Define the new volume of the sound track
  98655. */
  98656. setVolume(newVolume: number): void;
  98657. /**
  98658. * Switch the panning model to HRTF:
  98659. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98660. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98661. */
  98662. switchPanningModelToHRTF(): void;
  98663. /**
  98664. * Switch the panning model to Equal Power:
  98665. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98666. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98667. */
  98668. switchPanningModelToEqualPower(): void;
  98669. /**
  98670. * Connect the sound track to an audio analyser allowing some amazing
  98671. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98672. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98673. * @param analyser The analyser to connect to the engine
  98674. */
  98675. connectToAnalyser(analyser: Analyser): void;
  98676. }
  98677. }
  98678. declare module BABYLON {
  98679. interface AbstractScene {
  98680. /**
  98681. * The list of sounds used in the scene.
  98682. */
  98683. sounds: Nullable<Array<Sound>>;
  98684. }
  98685. interface Scene {
  98686. /**
  98687. * @hidden
  98688. * Backing field
  98689. */
  98690. _mainSoundTrack: SoundTrack;
  98691. /**
  98692. * The main sound track played by the scene.
  98693. * It cotains your primary collection of sounds.
  98694. */
  98695. mainSoundTrack: SoundTrack;
  98696. /**
  98697. * The list of sound tracks added to the scene
  98698. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98699. */
  98700. soundTracks: Nullable<Array<SoundTrack>>;
  98701. /**
  98702. * Gets a sound using a given name
  98703. * @param name defines the name to search for
  98704. * @return the found sound or null if not found at all.
  98705. */
  98706. getSoundByName(name: string): Nullable<Sound>;
  98707. /**
  98708. * Gets or sets if audio support is enabled
  98709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98710. */
  98711. audioEnabled: boolean;
  98712. /**
  98713. * Gets or sets if audio will be output to headphones
  98714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98715. */
  98716. headphone: boolean;
  98717. }
  98718. /**
  98719. * Defines the sound scene component responsible to manage any sounds
  98720. * in a given scene.
  98721. */
  98722. export class AudioSceneComponent implements ISceneSerializableComponent {
  98723. /**
  98724. * The component name helpfull to identify the component in the list of scene components.
  98725. */
  98726. readonly name: string;
  98727. /**
  98728. * The scene the component belongs to.
  98729. */
  98730. scene: Scene;
  98731. private _audioEnabled;
  98732. /**
  98733. * Gets whether audio is enabled or not.
  98734. * Please use related enable/disable method to switch state.
  98735. */
  98736. readonly audioEnabled: boolean;
  98737. private _headphone;
  98738. /**
  98739. * Gets whether audio is outputing to headphone or not.
  98740. * Please use the according Switch methods to change output.
  98741. */
  98742. readonly headphone: boolean;
  98743. /**
  98744. * Creates a new instance of the component for the given scene
  98745. * @param scene Defines the scene to register the component in
  98746. */
  98747. constructor(scene: Scene);
  98748. /**
  98749. * Registers the component in a given scene
  98750. */
  98751. register(): void;
  98752. /**
  98753. * Rebuilds the elements related to this component in case of
  98754. * context lost for instance.
  98755. */
  98756. rebuild(): void;
  98757. /**
  98758. * Serializes the component data to the specified json object
  98759. * @param serializationObject The object to serialize to
  98760. */
  98761. serialize(serializationObject: any): void;
  98762. /**
  98763. * Adds all the elements from the container to the scene
  98764. * @param container the container holding the elements
  98765. */
  98766. addFromContainer(container: AbstractScene): void;
  98767. /**
  98768. * Removes all the elements in the container from the scene
  98769. * @param container contains the elements to remove
  98770. * @param dispose if the removed element should be disposed (default: false)
  98771. */
  98772. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  98773. /**
  98774. * Disposes the component and the associated ressources.
  98775. */
  98776. dispose(): void;
  98777. /**
  98778. * Disables audio in the associated scene.
  98779. */
  98780. disableAudio(): void;
  98781. /**
  98782. * Enables audio in the associated scene.
  98783. */
  98784. enableAudio(): void;
  98785. /**
  98786. * Switch audio to headphone output.
  98787. */
  98788. switchAudioModeForHeadphones(): void;
  98789. /**
  98790. * Switch audio to normal speakers.
  98791. */
  98792. switchAudioModeForNormalSpeakers(): void;
  98793. private _afterRender;
  98794. }
  98795. }
  98796. declare module BABYLON {
  98797. /**
  98798. * Wraps one or more Sound objects and selects one with random weight for playback.
  98799. */
  98800. export class WeightedSound {
  98801. /** When true a Sound will be selected and played when the current playing Sound completes. */
  98802. loop: boolean;
  98803. private _coneInnerAngle;
  98804. private _coneOuterAngle;
  98805. private _volume;
  98806. /** A Sound is currently playing. */
  98807. isPlaying: boolean;
  98808. /** A Sound is currently paused. */
  98809. isPaused: boolean;
  98810. private _sounds;
  98811. private _weights;
  98812. private _currentIndex?;
  98813. /**
  98814. * Creates a new WeightedSound from the list of sounds given.
  98815. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  98816. * @param sounds Array of Sounds that will be selected from.
  98817. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  98818. */
  98819. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  98820. /**
  98821. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  98822. */
  98823. /**
  98824. * The size of cone in degress for a directional sound in which there will be no attenuation.
  98825. */
  98826. directionalConeInnerAngle: number;
  98827. /**
  98828. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98829. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98830. */
  98831. /**
  98832. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98833. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98834. */
  98835. directionalConeOuterAngle: number;
  98836. /**
  98837. * Playback volume.
  98838. */
  98839. /**
  98840. * Playback volume.
  98841. */
  98842. volume: number;
  98843. private _onended;
  98844. /**
  98845. * Suspend playback
  98846. */
  98847. pause(): void;
  98848. /**
  98849. * Stop playback
  98850. */
  98851. stop(): void;
  98852. /**
  98853. * Start playback.
  98854. * @param startOffset Position the clip head at a specific time in seconds.
  98855. */
  98856. play(startOffset?: number): void;
  98857. }
  98858. }
  98859. declare module BABYLON {
  98860. /**
  98861. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  98862. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  98863. */
  98864. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  98865. /**
  98866. * Gets the name of the behavior.
  98867. */
  98868. readonly name: string;
  98869. /**
  98870. * The easing function used by animations
  98871. */
  98872. static EasingFunction: BackEase;
  98873. /**
  98874. * The easing mode used by animations
  98875. */
  98876. static EasingMode: number;
  98877. /**
  98878. * The duration of the animation, in milliseconds
  98879. */
  98880. transitionDuration: number;
  98881. /**
  98882. * Length of the distance animated by the transition when lower radius is reached
  98883. */
  98884. lowerRadiusTransitionRange: number;
  98885. /**
  98886. * Length of the distance animated by the transition when upper radius is reached
  98887. */
  98888. upperRadiusTransitionRange: number;
  98889. private _autoTransitionRange;
  98890. /**
  98891. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98892. */
  98893. /**
  98894. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98895. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  98896. */
  98897. autoTransitionRange: boolean;
  98898. private _attachedCamera;
  98899. private _onAfterCheckInputsObserver;
  98900. private _onMeshTargetChangedObserver;
  98901. /**
  98902. * Initializes the behavior.
  98903. */
  98904. init(): void;
  98905. /**
  98906. * Attaches the behavior to its arc rotate camera.
  98907. * @param camera Defines the camera to attach the behavior to
  98908. */
  98909. attach(camera: ArcRotateCamera): void;
  98910. /**
  98911. * Detaches the behavior from its current arc rotate camera.
  98912. */
  98913. detach(): void;
  98914. private _radiusIsAnimating;
  98915. private _radiusBounceTransition;
  98916. private _animatables;
  98917. private _cachedWheelPrecision;
  98918. /**
  98919. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  98920. * @param radiusLimit The limit to check against.
  98921. * @return Bool to indicate if at limit.
  98922. */
  98923. private _isRadiusAtLimit;
  98924. /**
  98925. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  98926. * @param radiusDelta The delta by which to animate to. Can be negative.
  98927. */
  98928. private _applyBoundRadiusAnimation;
  98929. /**
  98930. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  98931. */
  98932. protected _clearAnimationLocks(): void;
  98933. /**
  98934. * Stops and removes all animations that have been applied to the camera
  98935. */
  98936. stopAllAnimations(): void;
  98937. }
  98938. }
  98939. declare module BABYLON {
  98940. /**
  98941. * 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.
  98942. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  98943. */
  98944. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  98945. /**
  98946. * Gets the name of the behavior.
  98947. */
  98948. readonly name: string;
  98949. private _mode;
  98950. private _radiusScale;
  98951. private _positionScale;
  98952. private _defaultElevation;
  98953. private _elevationReturnTime;
  98954. private _elevationReturnWaitTime;
  98955. private _zoomStopsAnimation;
  98956. private _framingTime;
  98957. /**
  98958. * The easing function used by animations
  98959. */
  98960. static EasingFunction: ExponentialEase;
  98961. /**
  98962. * The easing mode used by animations
  98963. */
  98964. static EasingMode: number;
  98965. /**
  98966. * Sets the current mode used by the behavior
  98967. */
  98968. /**
  98969. * Gets current mode used by the behavior.
  98970. */
  98971. mode: number;
  98972. /**
  98973. * Sets the scale applied to the radius (1 by default)
  98974. */
  98975. /**
  98976. * Gets the scale applied to the radius
  98977. */
  98978. radiusScale: number;
  98979. /**
  98980. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98981. */
  98982. /**
  98983. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98984. */
  98985. positionScale: number;
  98986. /**
  98987. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98988. * behaviour is triggered, in radians.
  98989. */
  98990. /**
  98991. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98992. * behaviour is triggered, in radians.
  98993. */
  98994. defaultElevation: number;
  98995. /**
  98996. * Sets the time (in milliseconds) taken to return to the default beta position.
  98997. * Negative value indicates camera should not return to default.
  98998. */
  98999. /**
  99000. * Gets the time (in milliseconds) taken to return to the default beta position.
  99001. * Negative value indicates camera should not return to default.
  99002. */
  99003. elevationReturnTime: number;
  99004. /**
  99005. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99006. */
  99007. /**
  99008. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99009. */
  99010. elevationReturnWaitTime: number;
  99011. /**
  99012. * Sets the flag that indicates if user zooming should stop animation.
  99013. */
  99014. /**
  99015. * Gets the flag that indicates if user zooming should stop animation.
  99016. */
  99017. zoomStopsAnimation: boolean;
  99018. /**
  99019. * Sets the transition time when framing the mesh, in milliseconds
  99020. */
  99021. /**
  99022. * Gets the transition time when framing the mesh, in milliseconds
  99023. */
  99024. framingTime: number;
  99025. /**
  99026. * Define if the behavior should automatically change the configured
  99027. * camera limits and sensibilities.
  99028. */
  99029. autoCorrectCameraLimitsAndSensibility: boolean;
  99030. private _onPrePointerObservableObserver;
  99031. private _onAfterCheckInputsObserver;
  99032. private _onMeshTargetChangedObserver;
  99033. private _attachedCamera;
  99034. private _isPointerDown;
  99035. private _lastInteractionTime;
  99036. /**
  99037. * Initializes the behavior.
  99038. */
  99039. init(): void;
  99040. /**
  99041. * Attaches the behavior to its arc rotate camera.
  99042. * @param camera Defines the camera to attach the behavior to
  99043. */
  99044. attach(camera: ArcRotateCamera): void;
  99045. /**
  99046. * Detaches the behavior from its current arc rotate camera.
  99047. */
  99048. detach(): void;
  99049. private _animatables;
  99050. private _betaIsAnimating;
  99051. private _betaTransition;
  99052. private _radiusTransition;
  99053. private _vectorTransition;
  99054. /**
  99055. * Targets the given mesh and updates zoom level accordingly.
  99056. * @param mesh The mesh to target.
  99057. * @param radius Optional. If a cached radius position already exists, overrides default.
  99058. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99059. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99060. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99061. */
  99062. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99063. /**
  99064. * Targets the given mesh with its children and updates zoom level accordingly.
  99065. * @param mesh The mesh to target.
  99066. * @param radius Optional. If a cached radius position already exists, overrides default.
  99067. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99068. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99069. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99070. */
  99071. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99072. /**
  99073. * Targets the given meshes with their children and updates zoom level accordingly.
  99074. * @param meshes The mesh to target.
  99075. * @param radius Optional. If a cached radius position already exists, overrides default.
  99076. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99077. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99078. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99079. */
  99080. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99081. /**
  99082. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99083. * @param minimumWorld Determines the smaller position of the bounding box extend
  99084. * @param maximumWorld Determines the bigger position of the bounding box extend
  99085. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99086. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99087. */
  99088. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99089. /**
  99090. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99091. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99092. * frustum width.
  99093. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99094. * to fully enclose the mesh in the viewing frustum.
  99095. */
  99096. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99097. /**
  99098. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99099. * is automatically returned to its default position (expected to be above ground plane).
  99100. */
  99101. private _maintainCameraAboveGround;
  99102. /**
  99103. * Returns the frustum slope based on the canvas ratio and camera FOV
  99104. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99105. */
  99106. private _getFrustumSlope;
  99107. /**
  99108. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99109. */
  99110. private _clearAnimationLocks;
  99111. /**
  99112. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99113. */
  99114. private _applyUserInteraction;
  99115. /**
  99116. * Stops and removes all animations that have been applied to the camera
  99117. */
  99118. stopAllAnimations(): void;
  99119. /**
  99120. * Gets a value indicating if the user is moving the camera
  99121. */
  99122. readonly isUserIsMoving: boolean;
  99123. /**
  99124. * The camera can move all the way towards the mesh.
  99125. */
  99126. static IgnoreBoundsSizeMode: number;
  99127. /**
  99128. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99129. */
  99130. static FitFrustumSidesMode: number;
  99131. }
  99132. }
  99133. declare module BABYLON {
  99134. /**
  99135. * Base class for Camera Pointer Inputs.
  99136. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99137. * for example usage.
  99138. */
  99139. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99140. /**
  99141. * Defines the camera the input is attached to.
  99142. */
  99143. abstract camera: Camera;
  99144. /**
  99145. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99146. */
  99147. protected _altKey: boolean;
  99148. protected _ctrlKey: boolean;
  99149. protected _metaKey: boolean;
  99150. protected _shiftKey: boolean;
  99151. /**
  99152. * Which mouse buttons were pressed at time of last mouse event.
  99153. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99154. */
  99155. protected _buttonsPressed: number;
  99156. /**
  99157. * Defines the buttons associated with the input to handle camera move.
  99158. */
  99159. buttons: number[];
  99160. /**
  99161. * Attach the input controls to a specific dom element to get the input from.
  99162. * @param element Defines the element the controls should be listened from
  99163. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99164. */
  99165. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99166. /**
  99167. * Detach the current controls from the specified dom element.
  99168. * @param element Defines the element to stop listening the inputs from
  99169. */
  99170. detachControl(element: Nullable<HTMLElement>): void;
  99171. /**
  99172. * Gets the class name of the current input.
  99173. * @returns the class name
  99174. */
  99175. getClassName(): string;
  99176. /**
  99177. * Get the friendly name associated with the input class.
  99178. * @returns the input friendly name
  99179. */
  99180. getSimpleName(): string;
  99181. /**
  99182. * Called on pointer POINTERDOUBLETAP event.
  99183. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99184. */
  99185. protected onDoubleTap(type: string): void;
  99186. /**
  99187. * Called on pointer POINTERMOVE event if only a single touch is active.
  99188. * Override this method to provide functionality.
  99189. */
  99190. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99191. /**
  99192. * Called on pointer POINTERMOVE event if multiple touches are active.
  99193. * Override this method to provide functionality.
  99194. */
  99195. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99196. /**
  99197. * Called on JS contextmenu event.
  99198. * Override this method to provide functionality.
  99199. */
  99200. protected onContextMenu(evt: PointerEvent): void;
  99201. /**
  99202. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99203. * press.
  99204. * Override this method to provide functionality.
  99205. */
  99206. protected onButtonDown(evt: PointerEvent): void;
  99207. /**
  99208. * Called each time a new POINTERUP event occurs. Ie, for each button
  99209. * release.
  99210. * Override this method to provide functionality.
  99211. */
  99212. protected onButtonUp(evt: PointerEvent): void;
  99213. /**
  99214. * Called when window becomes inactive.
  99215. * Override this method to provide functionality.
  99216. */
  99217. protected onLostFocus(): void;
  99218. private _pointerInput;
  99219. private _observer;
  99220. private _onLostFocus;
  99221. private pointA;
  99222. private pointB;
  99223. }
  99224. }
  99225. declare module BABYLON {
  99226. /**
  99227. * Manage the pointers inputs to control an arc rotate camera.
  99228. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99229. */
  99230. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99231. /**
  99232. * Defines the camera the input is attached to.
  99233. */
  99234. camera: ArcRotateCamera;
  99235. /**
  99236. * Gets the class name of the current input.
  99237. * @returns the class name
  99238. */
  99239. getClassName(): string;
  99240. /**
  99241. * Defines the buttons associated with the input to handle camera move.
  99242. */
  99243. buttons: number[];
  99244. /**
  99245. * Defines the pointer angular sensibility along the X axis or how fast is
  99246. * the camera rotating.
  99247. */
  99248. angularSensibilityX: number;
  99249. /**
  99250. * Defines the pointer angular sensibility along the Y axis or how fast is
  99251. * the camera rotating.
  99252. */
  99253. angularSensibilityY: number;
  99254. /**
  99255. * Defines the pointer pinch precision or how fast is the camera zooming.
  99256. */
  99257. pinchPrecision: number;
  99258. /**
  99259. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99260. * from 0.
  99261. * It defines the percentage of current camera.radius to use as delta when
  99262. * pinch zoom is used.
  99263. */
  99264. pinchDeltaPercentage: number;
  99265. /**
  99266. * Defines the pointer panning sensibility or how fast is the camera moving.
  99267. */
  99268. panningSensibility: number;
  99269. /**
  99270. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99271. */
  99272. multiTouchPanning: boolean;
  99273. /**
  99274. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99275. * zoom (pinch) through multitouch.
  99276. */
  99277. multiTouchPanAndZoom: boolean;
  99278. /**
  99279. * Revers pinch action direction.
  99280. */
  99281. pinchInwards: boolean;
  99282. private _isPanClick;
  99283. private _twoFingerActivityCount;
  99284. private _isPinching;
  99285. /**
  99286. * Called on pointer POINTERMOVE event if only a single touch is active.
  99287. */
  99288. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99289. /**
  99290. * Called on pointer POINTERDOUBLETAP event.
  99291. */
  99292. protected onDoubleTap(type: string): void;
  99293. /**
  99294. * Called on pointer POINTERMOVE event if multiple touches are active.
  99295. */
  99296. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99297. /**
  99298. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99299. * press.
  99300. */
  99301. protected onButtonDown(evt: PointerEvent): void;
  99302. /**
  99303. * Called each time a new POINTERUP event occurs. Ie, for each button
  99304. * release.
  99305. */
  99306. protected onButtonUp(evt: PointerEvent): void;
  99307. /**
  99308. * Called when window becomes inactive.
  99309. */
  99310. protected onLostFocus(): void;
  99311. }
  99312. }
  99313. declare module BABYLON {
  99314. /**
  99315. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99316. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99317. */
  99318. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99319. /**
  99320. * Defines the camera the input is attached to.
  99321. */
  99322. camera: ArcRotateCamera;
  99323. /**
  99324. * Defines the list of key codes associated with the up action (increase alpha)
  99325. */
  99326. keysUp: number[];
  99327. /**
  99328. * Defines the list of key codes associated with the down action (decrease alpha)
  99329. */
  99330. keysDown: number[];
  99331. /**
  99332. * Defines the list of key codes associated with the left action (increase beta)
  99333. */
  99334. keysLeft: number[];
  99335. /**
  99336. * Defines the list of key codes associated with the right action (decrease beta)
  99337. */
  99338. keysRight: number[];
  99339. /**
  99340. * Defines the list of key codes associated with the reset action.
  99341. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99342. */
  99343. keysReset: number[];
  99344. /**
  99345. * Defines the panning sensibility of the inputs.
  99346. * (How fast is the camera paning)
  99347. */
  99348. panningSensibility: number;
  99349. /**
  99350. * Defines the zooming sensibility of the inputs.
  99351. * (How fast is the camera zooming)
  99352. */
  99353. zoomingSensibility: number;
  99354. /**
  99355. * Defines wether maintaining the alt key down switch the movement mode from
  99356. * orientation to zoom.
  99357. */
  99358. useAltToZoom: boolean;
  99359. /**
  99360. * Rotation speed of the camera
  99361. */
  99362. angularSpeed: number;
  99363. private _keys;
  99364. private _ctrlPressed;
  99365. private _altPressed;
  99366. private _onCanvasBlurObserver;
  99367. private _onKeyboardObserver;
  99368. private _engine;
  99369. private _scene;
  99370. /**
  99371. * Attach the input controls to a specific dom element to get the input from.
  99372. * @param element Defines the element the controls should be listened from
  99373. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99374. */
  99375. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99376. /**
  99377. * Detach the current controls from the specified dom element.
  99378. * @param element Defines the element to stop listening the inputs from
  99379. */
  99380. detachControl(element: Nullable<HTMLElement>): void;
  99381. /**
  99382. * Update the current camera state depending on the inputs that have been used this frame.
  99383. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99384. */
  99385. checkInputs(): void;
  99386. /**
  99387. * Gets the class name of the current intput.
  99388. * @returns the class name
  99389. */
  99390. getClassName(): string;
  99391. /**
  99392. * Get the friendly name associated with the input class.
  99393. * @returns the input friendly name
  99394. */
  99395. getSimpleName(): string;
  99396. }
  99397. }
  99398. declare module BABYLON {
  99399. /**
  99400. * Manage the mouse wheel inputs to control an arc rotate camera.
  99401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99402. */
  99403. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99404. /**
  99405. * Defines the camera the input is attached to.
  99406. */
  99407. camera: ArcRotateCamera;
  99408. /**
  99409. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99410. */
  99411. wheelPrecision: number;
  99412. /**
  99413. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99414. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99415. */
  99416. wheelDeltaPercentage: number;
  99417. private _wheel;
  99418. private _observer;
  99419. private computeDeltaFromMouseWheelLegacyEvent;
  99420. /**
  99421. * Attach the input controls to a specific dom element to get the input from.
  99422. * @param element Defines the element the controls should be listened from
  99423. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99424. */
  99425. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99426. /**
  99427. * Detach the current controls from the specified dom element.
  99428. * @param element Defines the element to stop listening the inputs from
  99429. */
  99430. detachControl(element: Nullable<HTMLElement>): void;
  99431. /**
  99432. * Gets the class name of the current intput.
  99433. * @returns the class name
  99434. */
  99435. getClassName(): string;
  99436. /**
  99437. * Get the friendly name associated with the input class.
  99438. * @returns the input friendly name
  99439. */
  99440. getSimpleName(): string;
  99441. }
  99442. }
  99443. declare module BABYLON {
  99444. /**
  99445. * Default Inputs manager for the ArcRotateCamera.
  99446. * It groups all the default supported inputs for ease of use.
  99447. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99448. */
  99449. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99450. /**
  99451. * Instantiates a new ArcRotateCameraInputsManager.
  99452. * @param camera Defines the camera the inputs belong to
  99453. */
  99454. constructor(camera: ArcRotateCamera);
  99455. /**
  99456. * Add mouse wheel input support to the input manager.
  99457. * @returns the current input manager
  99458. */
  99459. addMouseWheel(): ArcRotateCameraInputsManager;
  99460. /**
  99461. * Add pointers input support to the input manager.
  99462. * @returns the current input manager
  99463. */
  99464. addPointers(): ArcRotateCameraInputsManager;
  99465. /**
  99466. * Add keyboard input support to the input manager.
  99467. * @returns the current input manager
  99468. */
  99469. addKeyboard(): ArcRotateCameraInputsManager;
  99470. }
  99471. }
  99472. declare module BABYLON {
  99473. /**
  99474. * This represents an orbital type of camera.
  99475. *
  99476. * 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.
  99477. * 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.
  99478. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99479. */
  99480. export class ArcRotateCamera extends TargetCamera {
  99481. /**
  99482. * Defines the rotation angle of the camera along the longitudinal axis.
  99483. */
  99484. alpha: number;
  99485. /**
  99486. * Defines the rotation angle of the camera along the latitudinal axis.
  99487. */
  99488. beta: number;
  99489. /**
  99490. * Defines the radius of the camera from it s target point.
  99491. */
  99492. radius: number;
  99493. protected _target: Vector3;
  99494. protected _targetHost: Nullable<AbstractMesh>;
  99495. /**
  99496. * Defines the target point of the camera.
  99497. * The camera looks towards it form the radius distance.
  99498. */
  99499. target: Vector3;
  99500. /**
  99501. * Define the current local position of the camera in the scene
  99502. */
  99503. position: Vector3;
  99504. protected _upVector: Vector3;
  99505. protected _upToYMatrix: Matrix;
  99506. protected _YToUpMatrix: Matrix;
  99507. /**
  99508. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99509. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99510. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99511. */
  99512. upVector: Vector3;
  99513. /**
  99514. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99515. */
  99516. setMatUp(): void;
  99517. /**
  99518. * Current inertia value on the longitudinal axis.
  99519. * The bigger this number the longer it will take for the camera to stop.
  99520. */
  99521. inertialAlphaOffset: number;
  99522. /**
  99523. * Current inertia value on the latitudinal axis.
  99524. * The bigger this number the longer it will take for the camera to stop.
  99525. */
  99526. inertialBetaOffset: number;
  99527. /**
  99528. * Current inertia value on the radius axis.
  99529. * The bigger this number the longer it will take for the camera to stop.
  99530. */
  99531. inertialRadiusOffset: number;
  99532. /**
  99533. * Minimum allowed angle on the longitudinal axis.
  99534. * This can help limiting how the Camera is able to move in the scene.
  99535. */
  99536. lowerAlphaLimit: Nullable<number>;
  99537. /**
  99538. * Maximum allowed angle on the longitudinal axis.
  99539. * This can help limiting how the Camera is able to move in the scene.
  99540. */
  99541. upperAlphaLimit: Nullable<number>;
  99542. /**
  99543. * Minimum allowed angle on the latitudinal axis.
  99544. * This can help limiting how the Camera is able to move in the scene.
  99545. */
  99546. lowerBetaLimit: number;
  99547. /**
  99548. * Maximum allowed angle on the latitudinal axis.
  99549. * This can help limiting how the Camera is able to move in the scene.
  99550. */
  99551. upperBetaLimit: number;
  99552. /**
  99553. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99554. * This can help limiting how the Camera is able to move in the scene.
  99555. */
  99556. lowerRadiusLimit: Nullable<number>;
  99557. /**
  99558. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99559. * This can help limiting how the Camera is able to move in the scene.
  99560. */
  99561. upperRadiusLimit: Nullable<number>;
  99562. /**
  99563. * Defines the current inertia value used during panning of the camera along the X axis.
  99564. */
  99565. inertialPanningX: number;
  99566. /**
  99567. * Defines the current inertia value used during panning of the camera along the Y axis.
  99568. */
  99569. inertialPanningY: number;
  99570. /**
  99571. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99572. * Basically if your fingers moves away from more than this distance you will be considered
  99573. * in pinch mode.
  99574. */
  99575. pinchToPanMaxDistance: number;
  99576. /**
  99577. * Defines the maximum distance the camera can pan.
  99578. * This could help keeping the cammera always in your scene.
  99579. */
  99580. panningDistanceLimit: Nullable<number>;
  99581. /**
  99582. * Defines the target of the camera before paning.
  99583. */
  99584. panningOriginTarget: Vector3;
  99585. /**
  99586. * Defines the value of the inertia used during panning.
  99587. * 0 would mean stop inertia and one would mean no decelleration at all.
  99588. */
  99589. panningInertia: number;
  99590. /**
  99591. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99592. */
  99593. angularSensibilityX: number;
  99594. /**
  99595. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99596. */
  99597. angularSensibilityY: number;
  99598. /**
  99599. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99600. */
  99601. pinchPrecision: number;
  99602. /**
  99603. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99604. * It will be used instead of pinchDeltaPrecision if different from 0.
  99605. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99606. */
  99607. pinchDeltaPercentage: number;
  99608. /**
  99609. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99610. */
  99611. panningSensibility: number;
  99612. /**
  99613. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99614. */
  99615. keysUp: number[];
  99616. /**
  99617. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99618. */
  99619. keysDown: number[];
  99620. /**
  99621. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99622. */
  99623. keysLeft: number[];
  99624. /**
  99625. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99626. */
  99627. keysRight: number[];
  99628. /**
  99629. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99630. */
  99631. wheelPrecision: number;
  99632. /**
  99633. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99634. * It will be used instead of pinchDeltaPrecision if different from 0.
  99635. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99636. */
  99637. wheelDeltaPercentage: number;
  99638. /**
  99639. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99640. */
  99641. zoomOnFactor: number;
  99642. /**
  99643. * Defines a screen offset for the camera position.
  99644. */
  99645. targetScreenOffset: Vector2;
  99646. /**
  99647. * Allows the camera to be completely reversed.
  99648. * If false the camera can not arrive upside down.
  99649. */
  99650. allowUpsideDown: boolean;
  99651. /**
  99652. * Define if double tap/click is used to restore the previously saved state of the camera.
  99653. */
  99654. useInputToRestoreState: boolean;
  99655. /** @hidden */
  99656. _viewMatrix: Matrix;
  99657. /** @hidden */
  99658. _useCtrlForPanning: boolean;
  99659. /** @hidden */
  99660. _panningMouseButton: number;
  99661. /**
  99662. * Defines the input associated to the camera.
  99663. */
  99664. inputs: ArcRotateCameraInputsManager;
  99665. /** @hidden */
  99666. _reset: () => void;
  99667. /**
  99668. * Defines the allowed panning axis.
  99669. */
  99670. panningAxis: Vector3;
  99671. protected _localDirection: Vector3;
  99672. protected _transformedDirection: Vector3;
  99673. private _bouncingBehavior;
  99674. /**
  99675. * Gets the bouncing behavior of the camera if it has been enabled.
  99676. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99677. */
  99678. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99679. /**
  99680. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99681. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99682. */
  99683. useBouncingBehavior: boolean;
  99684. private _framingBehavior;
  99685. /**
  99686. * Gets the framing behavior of the camera if it has been enabled.
  99687. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99688. */
  99689. readonly framingBehavior: Nullable<FramingBehavior>;
  99690. /**
  99691. * Defines if the framing behavior of the camera is enabled on the camera.
  99692. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99693. */
  99694. useFramingBehavior: boolean;
  99695. private _autoRotationBehavior;
  99696. /**
  99697. * Gets the auto rotation behavior of the camera if it has been enabled.
  99698. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99699. */
  99700. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99701. /**
  99702. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99703. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99704. */
  99705. useAutoRotationBehavior: boolean;
  99706. /**
  99707. * Observable triggered when the mesh target has been changed on the camera.
  99708. */
  99709. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  99710. /**
  99711. * Event raised when the camera is colliding with a mesh.
  99712. */
  99713. onCollide: (collidedMesh: AbstractMesh) => void;
  99714. /**
  99715. * Defines whether the camera should check collision with the objects oh the scene.
  99716. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  99717. */
  99718. checkCollisions: boolean;
  99719. /**
  99720. * Defines the collision radius of the camera.
  99721. * This simulates a sphere around the camera.
  99722. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  99723. */
  99724. collisionRadius: Vector3;
  99725. protected _collider: Collider;
  99726. protected _previousPosition: Vector3;
  99727. protected _collisionVelocity: Vector3;
  99728. protected _newPosition: Vector3;
  99729. protected _previousAlpha: number;
  99730. protected _previousBeta: number;
  99731. protected _previousRadius: number;
  99732. protected _collisionTriggered: boolean;
  99733. protected _targetBoundingCenter: Nullable<Vector3>;
  99734. private _computationVector;
  99735. /**
  99736. * Instantiates a new ArcRotateCamera in a given scene
  99737. * @param name Defines the name of the camera
  99738. * @param alpha Defines the camera rotation along the logitudinal axis
  99739. * @param beta Defines the camera rotation along the latitudinal axis
  99740. * @param radius Defines the camera distance from its target
  99741. * @param target Defines the camera target
  99742. * @param scene Defines the scene the camera belongs to
  99743. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  99744. */
  99745. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  99746. /** @hidden */
  99747. _initCache(): void;
  99748. /** @hidden */
  99749. _updateCache(ignoreParentClass?: boolean): void;
  99750. protected _getTargetPosition(): Vector3;
  99751. private _storedAlpha;
  99752. private _storedBeta;
  99753. private _storedRadius;
  99754. private _storedTarget;
  99755. /**
  99756. * Stores the current state of the camera (alpha, beta, radius and target)
  99757. * @returns the camera itself
  99758. */
  99759. storeState(): Camera;
  99760. /**
  99761. * @hidden
  99762. * Restored camera state. You must call storeState() first
  99763. */
  99764. _restoreStateValues(): boolean;
  99765. /** @hidden */
  99766. _isSynchronizedViewMatrix(): boolean;
  99767. /**
  99768. * Attached controls to the current camera.
  99769. * @param element Defines the element the controls should be listened from
  99770. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99771. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  99772. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  99773. */
  99774. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  99775. /**
  99776. * Detach the current controls from the camera.
  99777. * The camera will stop reacting to inputs.
  99778. * @param element Defines the element to stop listening the inputs from
  99779. */
  99780. detachControl(element: HTMLElement): void;
  99781. /** @hidden */
  99782. _checkInputs(): void;
  99783. protected _checkLimits(): void;
  99784. /**
  99785. * Rebuilds angles (alpha, beta) and radius from the give position and target
  99786. */
  99787. rebuildAnglesAndRadius(): void;
  99788. /**
  99789. * Use a position to define the current camera related information like aplha, beta and radius
  99790. * @param position Defines the position to set the camera at
  99791. */
  99792. setPosition(position: Vector3): void;
  99793. /**
  99794. * Defines the target the camera should look at.
  99795. * This will automatically adapt alpha beta and radius to fit within the new target.
  99796. * @param target Defines the new target as a Vector or a mesh
  99797. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  99798. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  99799. */
  99800. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  99801. /** @hidden */
  99802. _getViewMatrix(): Matrix;
  99803. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  99804. /**
  99805. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  99806. * @param meshes Defines the mesh to zoom on
  99807. * @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)
  99808. */
  99809. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  99810. /**
  99811. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  99812. * The target will be changed but the radius
  99813. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  99814. * @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)
  99815. */
  99816. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  99817. min: Vector3;
  99818. max: Vector3;
  99819. distance: number;
  99820. }, doNotUpdateMaxZ?: boolean): void;
  99821. /**
  99822. * @override
  99823. * Override Camera.createRigCamera
  99824. */
  99825. createRigCamera(name: string, cameraIndex: number): Camera;
  99826. /**
  99827. * @hidden
  99828. * @override
  99829. * Override Camera._updateRigCameras
  99830. */
  99831. _updateRigCameras(): void;
  99832. /**
  99833. * Destroy the camera and release the current resources hold by it.
  99834. */
  99835. dispose(): void;
  99836. /**
  99837. * Gets the current object class name.
  99838. * @return the class name
  99839. */
  99840. getClassName(): string;
  99841. }
  99842. }
  99843. declare module BABYLON {
  99844. /**
  99845. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  99846. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99847. */
  99848. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  99849. /**
  99850. * Gets the name of the behavior.
  99851. */
  99852. readonly name: string;
  99853. private _zoomStopsAnimation;
  99854. private _idleRotationSpeed;
  99855. private _idleRotationWaitTime;
  99856. private _idleRotationSpinupTime;
  99857. /**
  99858. * Sets the flag that indicates if user zooming should stop animation.
  99859. */
  99860. /**
  99861. * Gets the flag that indicates if user zooming should stop animation.
  99862. */
  99863. zoomStopsAnimation: boolean;
  99864. /**
  99865. * Sets the default speed at which the camera rotates around the model.
  99866. */
  99867. /**
  99868. * Gets the default speed at which the camera rotates around the model.
  99869. */
  99870. idleRotationSpeed: number;
  99871. /**
  99872. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  99873. */
  99874. /**
  99875. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  99876. */
  99877. idleRotationWaitTime: number;
  99878. /**
  99879. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99880. */
  99881. /**
  99882. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99883. */
  99884. idleRotationSpinupTime: number;
  99885. /**
  99886. * Gets a value indicating if the camera is currently rotating because of this behavior
  99887. */
  99888. readonly rotationInProgress: boolean;
  99889. private _onPrePointerObservableObserver;
  99890. private _onAfterCheckInputsObserver;
  99891. private _attachedCamera;
  99892. private _isPointerDown;
  99893. private _lastFrameTime;
  99894. private _lastInteractionTime;
  99895. private _cameraRotationSpeed;
  99896. /**
  99897. * Initializes the behavior.
  99898. */
  99899. init(): void;
  99900. /**
  99901. * Attaches the behavior to its arc rotate camera.
  99902. * @param camera Defines the camera to attach the behavior to
  99903. */
  99904. attach(camera: ArcRotateCamera): void;
  99905. /**
  99906. * Detaches the behavior from its current arc rotate camera.
  99907. */
  99908. detach(): void;
  99909. /**
  99910. * Returns true if user is scrolling.
  99911. * @return true if user is scrolling.
  99912. */
  99913. private _userIsZooming;
  99914. private _lastFrameRadius;
  99915. private _shouldAnimationStopForInteraction;
  99916. /**
  99917. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99918. */
  99919. private _applyUserInteraction;
  99920. private _userIsMoving;
  99921. }
  99922. }
  99923. declare module BABYLON {
  99924. /**
  99925. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  99926. */
  99927. export class AttachToBoxBehavior implements Behavior<Mesh> {
  99928. private ui;
  99929. /**
  99930. * The name of the behavior
  99931. */
  99932. name: string;
  99933. /**
  99934. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  99935. */
  99936. distanceAwayFromFace: number;
  99937. /**
  99938. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  99939. */
  99940. distanceAwayFromBottomOfFace: number;
  99941. private _faceVectors;
  99942. private _target;
  99943. private _scene;
  99944. private _onRenderObserver;
  99945. private _tmpMatrix;
  99946. private _tmpVector;
  99947. /**
  99948. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  99949. * @param ui The transform node that should be attched to the mesh
  99950. */
  99951. constructor(ui: TransformNode);
  99952. /**
  99953. * Initializes the behavior
  99954. */
  99955. init(): void;
  99956. private _closestFace;
  99957. private _zeroVector;
  99958. private _lookAtTmpMatrix;
  99959. private _lookAtToRef;
  99960. /**
  99961. * Attaches the AttachToBoxBehavior to the passed in mesh
  99962. * @param target The mesh that the specified node will be attached to
  99963. */
  99964. attach(target: Mesh): void;
  99965. /**
  99966. * Detaches the behavior from the mesh
  99967. */
  99968. detach(): void;
  99969. }
  99970. }
  99971. declare module BABYLON {
  99972. /**
  99973. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  99974. */
  99975. export class FadeInOutBehavior implements Behavior<Mesh> {
  99976. /**
  99977. * Time in milliseconds to delay before fading in (Default: 0)
  99978. */
  99979. delay: number;
  99980. /**
  99981. * Time in milliseconds for the mesh to fade in (Default: 300)
  99982. */
  99983. fadeInTime: number;
  99984. private _millisecondsPerFrame;
  99985. private _hovered;
  99986. private _hoverValue;
  99987. private _ownerNode;
  99988. /**
  99989. * Instatiates the FadeInOutBehavior
  99990. */
  99991. constructor();
  99992. /**
  99993. * The name of the behavior
  99994. */
  99995. readonly name: string;
  99996. /**
  99997. * Initializes the behavior
  99998. */
  99999. init(): void;
  100000. /**
  100001. * Attaches the fade behavior on the passed in mesh
  100002. * @param ownerNode The mesh that will be faded in/out once attached
  100003. */
  100004. attach(ownerNode: Mesh): void;
  100005. /**
  100006. * Detaches the behavior from the mesh
  100007. */
  100008. detach(): void;
  100009. /**
  100010. * Triggers the mesh to begin fading in or out
  100011. * @param value if the object should fade in or out (true to fade in)
  100012. */
  100013. fadeIn(value: boolean): void;
  100014. private _update;
  100015. private _setAllVisibility;
  100016. }
  100017. }
  100018. declare module BABYLON {
  100019. /**
  100020. * Class containing a set of static utilities functions for managing Pivots
  100021. * @hidden
  100022. */
  100023. export class PivotTools {
  100024. private static _PivotCached;
  100025. private static _OldPivotPoint;
  100026. private static _PivotTranslation;
  100027. private static _PivotTmpVector;
  100028. /** @hidden */
  100029. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100030. /** @hidden */
  100031. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100032. }
  100033. }
  100034. declare module BABYLON {
  100035. /**
  100036. * Class containing static functions to help procedurally build meshes
  100037. */
  100038. export class PlaneBuilder {
  100039. /**
  100040. * Creates a plane mesh
  100041. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100042. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100043. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100044. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100045. * * 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
  100046. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100047. * @param name defines the name of the mesh
  100048. * @param options defines the options used to create the mesh
  100049. * @param scene defines the hosting scene
  100050. * @returns the plane mesh
  100051. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100052. */
  100053. static CreatePlane(name: string, options: {
  100054. size?: number;
  100055. width?: number;
  100056. height?: number;
  100057. sideOrientation?: number;
  100058. frontUVs?: Vector4;
  100059. backUVs?: Vector4;
  100060. updatable?: boolean;
  100061. sourcePlane?: Plane;
  100062. }, scene?: Nullable<Scene>): Mesh;
  100063. }
  100064. }
  100065. declare module BABYLON {
  100066. /**
  100067. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100068. */
  100069. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100070. private static _AnyMouseID;
  100071. /**
  100072. * Abstract mesh the behavior is set on
  100073. */
  100074. attachedNode: AbstractMesh;
  100075. private _dragPlane;
  100076. private _scene;
  100077. private _pointerObserver;
  100078. private _beforeRenderObserver;
  100079. private static _planeScene;
  100080. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100081. /**
  100082. * 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)
  100083. */
  100084. maxDragAngle: number;
  100085. /**
  100086. * @hidden
  100087. */
  100088. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100089. /**
  100090. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100091. */
  100092. currentDraggingPointerID: number;
  100093. /**
  100094. * The last position where the pointer hit the drag plane in world space
  100095. */
  100096. lastDragPosition: Vector3;
  100097. /**
  100098. * If the behavior is currently in a dragging state
  100099. */
  100100. dragging: boolean;
  100101. /**
  100102. * 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)
  100103. */
  100104. dragDeltaRatio: number;
  100105. /**
  100106. * If the drag plane orientation should be updated during the dragging (Default: true)
  100107. */
  100108. updateDragPlane: boolean;
  100109. private _debugMode;
  100110. private _moving;
  100111. /**
  100112. * Fires each time the attached mesh is dragged with the pointer
  100113. * * delta between last drag position and current drag position in world space
  100114. * * dragDistance along the drag axis
  100115. * * dragPlaneNormal normal of the current drag plane used during the drag
  100116. * * dragPlanePoint in world space where the drag intersects the drag plane
  100117. */
  100118. onDragObservable: Observable<{
  100119. delta: Vector3;
  100120. dragPlanePoint: Vector3;
  100121. dragPlaneNormal: Vector3;
  100122. dragDistance: number;
  100123. pointerId: number;
  100124. }>;
  100125. /**
  100126. * Fires each time a drag begins (eg. mouse down on mesh)
  100127. */
  100128. onDragStartObservable: Observable<{
  100129. dragPlanePoint: Vector3;
  100130. pointerId: number;
  100131. }>;
  100132. /**
  100133. * Fires each time a drag ends (eg. mouse release after drag)
  100134. */
  100135. onDragEndObservable: Observable<{
  100136. dragPlanePoint: Vector3;
  100137. pointerId: number;
  100138. }>;
  100139. /**
  100140. * If the attached mesh should be moved when dragged
  100141. */
  100142. moveAttached: boolean;
  100143. /**
  100144. * If the drag behavior will react to drag events (Default: true)
  100145. */
  100146. enabled: boolean;
  100147. /**
  100148. * If pointer events should start and release the drag (Default: true)
  100149. */
  100150. startAndReleaseDragOnPointerEvents: boolean;
  100151. /**
  100152. * If camera controls should be detached during the drag
  100153. */
  100154. detachCameraControls: boolean;
  100155. /**
  100156. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100157. */
  100158. useObjectOrienationForDragging: boolean;
  100159. private _options;
  100160. /**
  100161. * Creates a pointer drag behavior that can be attached to a mesh
  100162. * @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)
  100163. */
  100164. constructor(options?: {
  100165. dragAxis?: Vector3;
  100166. dragPlaneNormal?: Vector3;
  100167. });
  100168. /**
  100169. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100170. */
  100171. validateDrag: (targetPosition: Vector3) => boolean;
  100172. /**
  100173. * The name of the behavior
  100174. */
  100175. readonly name: string;
  100176. /**
  100177. * Initializes the behavior
  100178. */
  100179. init(): void;
  100180. private _tmpVector;
  100181. private _alternatePickedPoint;
  100182. private _worldDragAxis;
  100183. private _targetPosition;
  100184. private _attachedElement;
  100185. /**
  100186. * Attaches the drag behavior the passed in mesh
  100187. * @param ownerNode The mesh that will be dragged around once attached
  100188. */
  100189. attach(ownerNode: AbstractMesh): void;
  100190. /**
  100191. * Force relase the drag action by code.
  100192. */
  100193. releaseDrag(): void;
  100194. private _startDragRay;
  100195. private _lastPointerRay;
  100196. /**
  100197. * Simulates the start of a pointer drag event on the behavior
  100198. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100199. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100200. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100201. */
  100202. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100203. private _startDrag;
  100204. private _dragDelta;
  100205. private _moveDrag;
  100206. private _pickWithRayOnDragPlane;
  100207. private _pointA;
  100208. private _pointB;
  100209. private _pointC;
  100210. private _lineA;
  100211. private _lineB;
  100212. private _localAxis;
  100213. private _lookAt;
  100214. private _updateDragPlanePosition;
  100215. /**
  100216. * Detaches the behavior from the mesh
  100217. */
  100218. detach(): void;
  100219. }
  100220. }
  100221. declare module BABYLON {
  100222. /**
  100223. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100224. */
  100225. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100226. private _dragBehaviorA;
  100227. private _dragBehaviorB;
  100228. private _startDistance;
  100229. private _initialScale;
  100230. private _targetScale;
  100231. private _ownerNode;
  100232. private _sceneRenderObserver;
  100233. /**
  100234. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100235. */
  100236. constructor();
  100237. /**
  100238. * The name of the behavior
  100239. */
  100240. readonly name: string;
  100241. /**
  100242. * Initializes the behavior
  100243. */
  100244. init(): void;
  100245. private _getCurrentDistance;
  100246. /**
  100247. * Attaches the scale behavior the passed in mesh
  100248. * @param ownerNode The mesh that will be scaled around once attached
  100249. */
  100250. attach(ownerNode: Mesh): void;
  100251. /**
  100252. * Detaches the behavior from the mesh
  100253. */
  100254. detach(): void;
  100255. }
  100256. }
  100257. declare module BABYLON {
  100258. /**
  100259. * 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
  100260. */
  100261. export class SixDofDragBehavior implements Behavior<Mesh> {
  100262. private static _virtualScene;
  100263. private _ownerNode;
  100264. private _sceneRenderObserver;
  100265. private _scene;
  100266. private _targetPosition;
  100267. private _virtualOriginMesh;
  100268. private _virtualDragMesh;
  100269. private _pointerObserver;
  100270. private _moving;
  100271. private _startingOrientation;
  100272. /**
  100273. * 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)
  100274. */
  100275. private zDragFactor;
  100276. /**
  100277. * If the object should rotate to face the drag origin
  100278. */
  100279. rotateDraggedObject: boolean;
  100280. /**
  100281. * If the behavior is currently in a dragging state
  100282. */
  100283. dragging: boolean;
  100284. /**
  100285. * 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)
  100286. */
  100287. dragDeltaRatio: number;
  100288. /**
  100289. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100290. */
  100291. currentDraggingPointerID: number;
  100292. /**
  100293. * If camera controls should be detached during the drag
  100294. */
  100295. detachCameraControls: boolean;
  100296. /**
  100297. * Fires each time a drag starts
  100298. */
  100299. onDragStartObservable: Observable<{}>;
  100300. /**
  100301. * Fires each time a drag ends (eg. mouse release after drag)
  100302. */
  100303. onDragEndObservable: Observable<{}>;
  100304. /**
  100305. * 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
  100306. */
  100307. constructor();
  100308. /**
  100309. * The name of the behavior
  100310. */
  100311. readonly name: string;
  100312. /**
  100313. * Initializes the behavior
  100314. */
  100315. init(): void;
  100316. /**
  100317. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100318. */
  100319. private readonly _pointerCamera;
  100320. /**
  100321. * Attaches the scale behavior the passed in mesh
  100322. * @param ownerNode The mesh that will be scaled around once attached
  100323. */
  100324. attach(ownerNode: Mesh): void;
  100325. /**
  100326. * Detaches the behavior from the mesh
  100327. */
  100328. detach(): void;
  100329. }
  100330. }
  100331. declare module BABYLON {
  100332. /**
  100333. * Class used to apply inverse kinematics to bones
  100334. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100335. */
  100336. export class BoneIKController {
  100337. private static _tmpVecs;
  100338. private static _tmpQuat;
  100339. private static _tmpMats;
  100340. /**
  100341. * Gets or sets the target mesh
  100342. */
  100343. targetMesh: AbstractMesh;
  100344. /** Gets or sets the mesh used as pole */
  100345. poleTargetMesh: AbstractMesh;
  100346. /**
  100347. * Gets or sets the bone used as pole
  100348. */
  100349. poleTargetBone: Nullable<Bone>;
  100350. /**
  100351. * Gets or sets the target position
  100352. */
  100353. targetPosition: Vector3;
  100354. /**
  100355. * Gets or sets the pole target position
  100356. */
  100357. poleTargetPosition: Vector3;
  100358. /**
  100359. * Gets or sets the pole target local offset
  100360. */
  100361. poleTargetLocalOffset: Vector3;
  100362. /**
  100363. * Gets or sets the pole angle
  100364. */
  100365. poleAngle: number;
  100366. /**
  100367. * Gets or sets the mesh associated with the controller
  100368. */
  100369. mesh: AbstractMesh;
  100370. /**
  100371. * 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)
  100372. */
  100373. slerpAmount: number;
  100374. private _bone1Quat;
  100375. private _bone1Mat;
  100376. private _bone2Ang;
  100377. private _bone1;
  100378. private _bone2;
  100379. private _bone1Length;
  100380. private _bone2Length;
  100381. private _maxAngle;
  100382. private _maxReach;
  100383. private _rightHandedSystem;
  100384. private _bendAxis;
  100385. private _slerping;
  100386. private _adjustRoll;
  100387. /**
  100388. * Gets or sets maximum allowed angle
  100389. */
  100390. maxAngle: number;
  100391. /**
  100392. * Creates a new BoneIKController
  100393. * @param mesh defines the mesh to control
  100394. * @param bone defines the bone to control
  100395. * @param options defines options to set up the controller
  100396. */
  100397. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100398. targetMesh?: AbstractMesh;
  100399. poleTargetMesh?: AbstractMesh;
  100400. poleTargetBone?: Bone;
  100401. poleTargetLocalOffset?: Vector3;
  100402. poleAngle?: number;
  100403. bendAxis?: Vector3;
  100404. maxAngle?: number;
  100405. slerpAmount?: number;
  100406. });
  100407. private _setMaxAngle;
  100408. /**
  100409. * Force the controller to update the bones
  100410. */
  100411. update(): void;
  100412. }
  100413. }
  100414. declare module BABYLON {
  100415. /**
  100416. * Class used to make a bone look toward a point in space
  100417. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100418. */
  100419. export class BoneLookController {
  100420. private static _tmpVecs;
  100421. private static _tmpQuat;
  100422. private static _tmpMats;
  100423. /**
  100424. * The target Vector3 that the bone will look at
  100425. */
  100426. target: Vector3;
  100427. /**
  100428. * The mesh that the bone is attached to
  100429. */
  100430. mesh: AbstractMesh;
  100431. /**
  100432. * The bone that will be looking to the target
  100433. */
  100434. bone: Bone;
  100435. /**
  100436. * The up axis of the coordinate system that is used when the bone is rotated
  100437. */
  100438. upAxis: Vector3;
  100439. /**
  100440. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100441. */
  100442. upAxisSpace: Space;
  100443. /**
  100444. * Used to make an adjustment to the yaw of the bone
  100445. */
  100446. adjustYaw: number;
  100447. /**
  100448. * Used to make an adjustment to the pitch of the bone
  100449. */
  100450. adjustPitch: number;
  100451. /**
  100452. * Used to make an adjustment to the roll of the bone
  100453. */
  100454. adjustRoll: number;
  100455. /**
  100456. * 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)
  100457. */
  100458. slerpAmount: number;
  100459. private _minYaw;
  100460. private _maxYaw;
  100461. private _minPitch;
  100462. private _maxPitch;
  100463. private _minYawSin;
  100464. private _minYawCos;
  100465. private _maxYawSin;
  100466. private _maxYawCos;
  100467. private _midYawConstraint;
  100468. private _minPitchTan;
  100469. private _maxPitchTan;
  100470. private _boneQuat;
  100471. private _slerping;
  100472. private _transformYawPitch;
  100473. private _transformYawPitchInv;
  100474. private _firstFrameSkipped;
  100475. private _yawRange;
  100476. private _fowardAxis;
  100477. /**
  100478. * Gets or sets the minimum yaw angle that the bone can look to
  100479. */
  100480. minYaw: number;
  100481. /**
  100482. * Gets or sets the maximum yaw angle that the bone can look to
  100483. */
  100484. maxYaw: number;
  100485. /**
  100486. * Gets or sets the minimum pitch angle that the bone can look to
  100487. */
  100488. minPitch: number;
  100489. /**
  100490. * Gets or sets the maximum pitch angle that the bone can look to
  100491. */
  100492. maxPitch: number;
  100493. /**
  100494. * Create a BoneLookController
  100495. * @param mesh the mesh that the bone belongs to
  100496. * @param bone the bone that will be looking to the target
  100497. * @param target the target Vector3 to look at
  100498. * @param options optional settings:
  100499. * * maxYaw: the maximum angle the bone will yaw to
  100500. * * minYaw: the minimum angle the bone will yaw to
  100501. * * maxPitch: the maximum angle the bone will pitch to
  100502. * * minPitch: the minimum angle the bone will yaw to
  100503. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100504. * * upAxis: the up axis of the coordinate system
  100505. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100506. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100507. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100508. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100509. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100510. * * adjustRoll: used to make an adjustment to the roll of the bone
  100511. **/
  100512. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100513. maxYaw?: number;
  100514. minYaw?: number;
  100515. maxPitch?: number;
  100516. minPitch?: number;
  100517. slerpAmount?: number;
  100518. upAxis?: Vector3;
  100519. upAxisSpace?: Space;
  100520. yawAxis?: Vector3;
  100521. pitchAxis?: Vector3;
  100522. adjustYaw?: number;
  100523. adjustPitch?: number;
  100524. adjustRoll?: number;
  100525. });
  100526. /**
  100527. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100528. */
  100529. update(): void;
  100530. private _getAngleDiff;
  100531. private _getAngleBetween;
  100532. private _isAngleBetween;
  100533. }
  100534. }
  100535. declare module BABYLON {
  100536. /**
  100537. * Manage the gamepad inputs to control an arc rotate camera.
  100538. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100539. */
  100540. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100541. /**
  100542. * Defines the camera the input is attached to.
  100543. */
  100544. camera: ArcRotateCamera;
  100545. /**
  100546. * Defines the gamepad the input is gathering event from.
  100547. */
  100548. gamepad: Nullable<Gamepad>;
  100549. /**
  100550. * Defines the gamepad rotation sensiblity.
  100551. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100552. */
  100553. gamepadRotationSensibility: number;
  100554. /**
  100555. * Defines the gamepad move sensiblity.
  100556. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100557. */
  100558. gamepadMoveSensibility: number;
  100559. private _onGamepadConnectedObserver;
  100560. private _onGamepadDisconnectedObserver;
  100561. /**
  100562. * Attach the input controls to a specific dom element to get the input from.
  100563. * @param element Defines the element the controls should be listened from
  100564. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100565. */
  100566. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100567. /**
  100568. * Detach the current controls from the specified dom element.
  100569. * @param element Defines the element to stop listening the inputs from
  100570. */
  100571. detachControl(element: Nullable<HTMLElement>): void;
  100572. /**
  100573. * Update the current camera state depending on the inputs that have been used this frame.
  100574. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100575. */
  100576. checkInputs(): void;
  100577. /**
  100578. * Gets the class name of the current intput.
  100579. * @returns the class name
  100580. */
  100581. getClassName(): string;
  100582. /**
  100583. * Get the friendly name associated with the input class.
  100584. * @returns the input friendly name
  100585. */
  100586. getSimpleName(): string;
  100587. }
  100588. }
  100589. declare module BABYLON {
  100590. interface ArcRotateCameraInputsManager {
  100591. /**
  100592. * Add orientation input support to the input manager.
  100593. * @returns the current input manager
  100594. */
  100595. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100596. }
  100597. /**
  100598. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100599. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100600. */
  100601. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100602. /**
  100603. * Defines the camera the input is attached to.
  100604. */
  100605. camera: ArcRotateCamera;
  100606. /**
  100607. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100608. */
  100609. alphaCorrection: number;
  100610. /**
  100611. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100612. */
  100613. gammaCorrection: number;
  100614. private _alpha;
  100615. private _gamma;
  100616. private _dirty;
  100617. private _deviceOrientationHandler;
  100618. /**
  100619. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100620. */
  100621. constructor();
  100622. /**
  100623. * Attach the input controls to a specific dom element to get the input from.
  100624. * @param element Defines the element the controls should be listened from
  100625. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100626. */
  100627. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100628. /** @hidden */
  100629. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100630. /**
  100631. * Update the current camera state depending on the inputs that have been used this frame.
  100632. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100633. */
  100634. checkInputs(): void;
  100635. /**
  100636. * Detach the current controls from the specified dom element.
  100637. * @param element Defines the element to stop listening the inputs from
  100638. */
  100639. detachControl(element: Nullable<HTMLElement>): void;
  100640. /**
  100641. * Gets the class name of the current intput.
  100642. * @returns the class name
  100643. */
  100644. getClassName(): string;
  100645. /**
  100646. * Get the friendly name associated with the input class.
  100647. * @returns the input friendly name
  100648. */
  100649. getSimpleName(): string;
  100650. }
  100651. }
  100652. declare module BABYLON {
  100653. /**
  100654. * Listen to mouse events to control the camera.
  100655. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100656. */
  100657. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100658. /**
  100659. * Defines the camera the input is attached to.
  100660. */
  100661. camera: FlyCamera;
  100662. /**
  100663. * Defines if touch is enabled. (Default is true.)
  100664. */
  100665. touchEnabled: boolean;
  100666. /**
  100667. * Defines the buttons associated with the input to handle camera rotation.
  100668. */
  100669. buttons: number[];
  100670. /**
  100671. * Assign buttons for Yaw control.
  100672. */
  100673. buttonsYaw: number[];
  100674. /**
  100675. * Assign buttons for Pitch control.
  100676. */
  100677. buttonsPitch: number[];
  100678. /**
  100679. * Assign buttons for Roll control.
  100680. */
  100681. buttonsRoll: number[];
  100682. /**
  100683. * Detect if any button is being pressed while mouse is moved.
  100684. * -1 = Mouse locked.
  100685. * 0 = Left button.
  100686. * 1 = Middle Button.
  100687. * 2 = Right Button.
  100688. */
  100689. activeButton: number;
  100690. /**
  100691. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100692. * Higher values reduce its sensitivity.
  100693. */
  100694. angularSensibility: number;
  100695. private _mousemoveCallback;
  100696. private _observer;
  100697. private _rollObserver;
  100698. private previousPosition;
  100699. private noPreventDefault;
  100700. private element;
  100701. /**
  100702. * Listen to mouse events to control the camera.
  100703. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100704. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100705. */
  100706. constructor(touchEnabled?: boolean);
  100707. /**
  100708. * Attach the mouse control to the HTML DOM element.
  100709. * @param element Defines the element that listens to the input events.
  100710. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  100711. */
  100712. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100713. /**
  100714. * Detach the current controls from the specified dom element.
  100715. * @param element Defines the element to stop listening the inputs from
  100716. */
  100717. detachControl(element: Nullable<HTMLElement>): void;
  100718. /**
  100719. * Gets the class name of the current input.
  100720. * @returns the class name.
  100721. */
  100722. getClassName(): string;
  100723. /**
  100724. * Get the friendly name associated with the input class.
  100725. * @returns the input's friendly name.
  100726. */
  100727. getSimpleName(): string;
  100728. private _pointerInput;
  100729. private _onMouseMove;
  100730. /**
  100731. * Rotate camera by mouse offset.
  100732. */
  100733. private rotateCamera;
  100734. }
  100735. }
  100736. declare module BABYLON {
  100737. /**
  100738. * Default Inputs manager for the FlyCamera.
  100739. * It groups all the default supported inputs for ease of use.
  100740. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100741. */
  100742. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  100743. /**
  100744. * Instantiates a new FlyCameraInputsManager.
  100745. * @param camera Defines the camera the inputs belong to.
  100746. */
  100747. constructor(camera: FlyCamera);
  100748. /**
  100749. * Add keyboard input support to the input manager.
  100750. * @returns the new FlyCameraKeyboardMoveInput().
  100751. */
  100752. addKeyboard(): FlyCameraInputsManager;
  100753. /**
  100754. * Add mouse input support to the input manager.
  100755. * @param touchEnabled Enable touch screen support.
  100756. * @returns the new FlyCameraMouseInput().
  100757. */
  100758. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  100759. }
  100760. }
  100761. declare module BABYLON {
  100762. /**
  100763. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100764. * such as in a 3D Space Shooter or a Flight Simulator.
  100765. */
  100766. export class FlyCamera extends TargetCamera {
  100767. /**
  100768. * Define the collision ellipsoid of the camera.
  100769. * This is helpful for simulating a camera body, like a player's body.
  100770. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100771. */
  100772. ellipsoid: Vector3;
  100773. /**
  100774. * Define an offset for the position of the ellipsoid around the camera.
  100775. * This can be helpful if the camera is attached away from the player's body center,
  100776. * such as at its head.
  100777. */
  100778. ellipsoidOffset: Vector3;
  100779. /**
  100780. * Enable or disable collisions of the camera with the rest of the scene objects.
  100781. */
  100782. checkCollisions: boolean;
  100783. /**
  100784. * Enable or disable gravity on the camera.
  100785. */
  100786. applyGravity: boolean;
  100787. /**
  100788. * Define the current direction the camera is moving to.
  100789. */
  100790. cameraDirection: Vector3;
  100791. /**
  100792. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  100793. * This overrides and empties cameraRotation.
  100794. */
  100795. rotationQuaternion: Quaternion;
  100796. /**
  100797. * Track Roll to maintain the wanted Rolling when looking around.
  100798. */
  100799. _trackRoll: number;
  100800. /**
  100801. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  100802. */
  100803. rollCorrect: number;
  100804. /**
  100805. * Mimic a banked turn, Rolling the camera when Yawing.
  100806. * It's recommended to use rollCorrect = 10 for faster banking correction.
  100807. */
  100808. bankedTurn: boolean;
  100809. /**
  100810. * Limit in radians for how much Roll banking will add. (Default: 90°)
  100811. */
  100812. bankedTurnLimit: number;
  100813. /**
  100814. * Value of 0 disables the banked Roll.
  100815. * Value of 1 is equal to the Yaw angle in radians.
  100816. */
  100817. bankedTurnMultiplier: number;
  100818. /**
  100819. * The inputs manager loads all the input sources, such as keyboard and mouse.
  100820. */
  100821. inputs: FlyCameraInputsManager;
  100822. /**
  100823. * Gets the input sensibility for mouse input.
  100824. * Higher values reduce sensitivity.
  100825. */
  100826. /**
  100827. * Sets the input sensibility for a mouse input.
  100828. * Higher values reduce sensitivity.
  100829. */
  100830. angularSensibility: number;
  100831. /**
  100832. * Get the keys for camera movement forward.
  100833. */
  100834. /**
  100835. * Set the keys for camera movement forward.
  100836. */
  100837. keysForward: number[];
  100838. /**
  100839. * Get the keys for camera movement backward.
  100840. */
  100841. keysBackward: number[];
  100842. /**
  100843. * Get the keys for camera movement up.
  100844. */
  100845. /**
  100846. * Set the keys for camera movement up.
  100847. */
  100848. keysUp: number[];
  100849. /**
  100850. * Get the keys for camera movement down.
  100851. */
  100852. /**
  100853. * Set the keys for camera movement down.
  100854. */
  100855. keysDown: number[];
  100856. /**
  100857. * Get the keys for camera movement left.
  100858. */
  100859. /**
  100860. * Set the keys for camera movement left.
  100861. */
  100862. keysLeft: number[];
  100863. /**
  100864. * Set the keys for camera movement right.
  100865. */
  100866. /**
  100867. * Set the keys for camera movement right.
  100868. */
  100869. keysRight: number[];
  100870. /**
  100871. * Event raised when the camera collides with a mesh in the scene.
  100872. */
  100873. onCollide: (collidedMesh: AbstractMesh) => void;
  100874. private _collider;
  100875. private _needMoveForGravity;
  100876. private _oldPosition;
  100877. private _diffPosition;
  100878. private _newPosition;
  100879. /** @hidden */
  100880. _localDirection: Vector3;
  100881. /** @hidden */
  100882. _transformedDirection: Vector3;
  100883. /**
  100884. * Instantiates a FlyCamera.
  100885. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100886. * such as in a 3D Space Shooter or a Flight Simulator.
  100887. * @param name Define the name of the camera in the scene.
  100888. * @param position Define the starting position of the camera in the scene.
  100889. * @param scene Define the scene the camera belongs to.
  100890. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  100891. */
  100892. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100893. /**
  100894. * Attach a control to the HTML DOM element.
  100895. * @param element Defines the element that listens to the input events.
  100896. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  100897. */
  100898. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100899. /**
  100900. * Detach a control from the HTML DOM element.
  100901. * The camera will stop reacting to that input.
  100902. * @param element Defines the element that listens to the input events.
  100903. */
  100904. detachControl(element: HTMLElement): void;
  100905. private _collisionMask;
  100906. /**
  100907. * Get the mask that the camera ignores in collision events.
  100908. */
  100909. /**
  100910. * Set the mask that the camera ignores in collision events.
  100911. */
  100912. collisionMask: number;
  100913. /** @hidden */
  100914. _collideWithWorld(displacement: Vector3): void;
  100915. /** @hidden */
  100916. private _onCollisionPositionChange;
  100917. /** @hidden */
  100918. _checkInputs(): void;
  100919. /** @hidden */
  100920. _decideIfNeedsToMove(): boolean;
  100921. /** @hidden */
  100922. _updatePosition(): void;
  100923. /**
  100924. * Restore the Roll to its target value at the rate specified.
  100925. * @param rate - Higher means slower restoring.
  100926. * @hidden
  100927. */
  100928. restoreRoll(rate: number): void;
  100929. /**
  100930. * Destroy the camera and release the current resources held by it.
  100931. */
  100932. dispose(): void;
  100933. /**
  100934. * Get the current object class name.
  100935. * @returns the class name.
  100936. */
  100937. getClassName(): string;
  100938. }
  100939. }
  100940. declare module BABYLON {
  100941. /**
  100942. * Listen to keyboard events to control the camera.
  100943. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100944. */
  100945. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  100946. /**
  100947. * Defines the camera the input is attached to.
  100948. */
  100949. camera: FlyCamera;
  100950. /**
  100951. * The list of keyboard keys used to control the forward move of the camera.
  100952. */
  100953. keysForward: number[];
  100954. /**
  100955. * The list of keyboard keys used to control the backward move of the camera.
  100956. */
  100957. keysBackward: number[];
  100958. /**
  100959. * The list of keyboard keys used to control the forward move of the camera.
  100960. */
  100961. keysUp: number[];
  100962. /**
  100963. * The list of keyboard keys used to control the backward move of the camera.
  100964. */
  100965. keysDown: number[];
  100966. /**
  100967. * The list of keyboard keys used to control the right strafe move of the camera.
  100968. */
  100969. keysRight: number[];
  100970. /**
  100971. * The list of keyboard keys used to control the left strafe move of the camera.
  100972. */
  100973. keysLeft: number[];
  100974. private _keys;
  100975. private _onCanvasBlurObserver;
  100976. private _onKeyboardObserver;
  100977. private _engine;
  100978. private _scene;
  100979. /**
  100980. * Attach the input controls to a specific dom element to get the input from.
  100981. * @param element Defines the element the controls should be listened from
  100982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100983. */
  100984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100985. /**
  100986. * Detach the current controls from the specified dom element.
  100987. * @param element Defines the element to stop listening the inputs from
  100988. */
  100989. detachControl(element: Nullable<HTMLElement>): void;
  100990. /**
  100991. * Gets the class name of the current intput.
  100992. * @returns the class name
  100993. */
  100994. getClassName(): string;
  100995. /** @hidden */
  100996. _onLostFocus(e: FocusEvent): void;
  100997. /**
  100998. * Get the friendly name associated with the input class.
  100999. * @returns the input friendly name
  101000. */
  101001. getSimpleName(): string;
  101002. /**
  101003. * Update the current camera state depending on the inputs that have been used this frame.
  101004. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101005. */
  101006. checkInputs(): void;
  101007. }
  101008. }
  101009. declare module BABYLON {
  101010. /**
  101011. * Manage the mouse wheel inputs to control a follow camera.
  101012. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101013. */
  101014. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101015. /**
  101016. * Defines the camera the input is attached to.
  101017. */
  101018. camera: FollowCamera;
  101019. /**
  101020. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101021. */
  101022. axisControlRadius: boolean;
  101023. /**
  101024. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101025. */
  101026. axisControlHeight: boolean;
  101027. /**
  101028. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101029. */
  101030. axisControlRotation: boolean;
  101031. /**
  101032. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101033. * relation to mouseWheel events.
  101034. */
  101035. wheelPrecision: number;
  101036. /**
  101037. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101038. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101039. */
  101040. wheelDeltaPercentage: number;
  101041. private _wheel;
  101042. private _observer;
  101043. /**
  101044. * Attach the input controls to a specific dom element to get the input from.
  101045. * @param element Defines the element the controls should be listened from
  101046. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101047. */
  101048. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101049. /**
  101050. * Detach the current controls from the specified dom element.
  101051. * @param element Defines the element to stop listening the inputs from
  101052. */
  101053. detachControl(element: Nullable<HTMLElement>): void;
  101054. /**
  101055. * Gets the class name of the current intput.
  101056. * @returns the class name
  101057. */
  101058. getClassName(): string;
  101059. /**
  101060. * Get the friendly name associated with the input class.
  101061. * @returns the input friendly name
  101062. */
  101063. getSimpleName(): string;
  101064. }
  101065. }
  101066. declare module BABYLON {
  101067. /**
  101068. * Manage the pointers inputs to control an follow camera.
  101069. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101070. */
  101071. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101072. /**
  101073. * Defines the camera the input is attached to.
  101074. */
  101075. camera: FollowCamera;
  101076. /**
  101077. * Gets the class name of the current input.
  101078. * @returns the class name
  101079. */
  101080. getClassName(): string;
  101081. /**
  101082. * Defines the pointer angular sensibility along the X axis or how fast is
  101083. * the camera rotating.
  101084. * A negative number will reverse the axis direction.
  101085. */
  101086. angularSensibilityX: number;
  101087. /**
  101088. * Defines the pointer angular sensibility along the Y axis or how fast is
  101089. * the camera rotating.
  101090. * A negative number will reverse the axis direction.
  101091. */
  101092. angularSensibilityY: number;
  101093. /**
  101094. * Defines the pointer pinch precision or how fast is the camera zooming.
  101095. * A negative number will reverse the axis direction.
  101096. */
  101097. pinchPrecision: number;
  101098. /**
  101099. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101100. * from 0.
  101101. * It defines the percentage of current camera.radius to use as delta when
  101102. * pinch zoom is used.
  101103. */
  101104. pinchDeltaPercentage: number;
  101105. /**
  101106. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101107. */
  101108. axisXControlRadius: boolean;
  101109. /**
  101110. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101111. */
  101112. axisXControlHeight: boolean;
  101113. /**
  101114. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101115. */
  101116. axisXControlRotation: boolean;
  101117. /**
  101118. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101119. */
  101120. axisYControlRadius: boolean;
  101121. /**
  101122. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101123. */
  101124. axisYControlHeight: boolean;
  101125. /**
  101126. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101127. */
  101128. axisYControlRotation: boolean;
  101129. /**
  101130. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101131. */
  101132. axisPinchControlRadius: boolean;
  101133. /**
  101134. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101135. */
  101136. axisPinchControlHeight: boolean;
  101137. /**
  101138. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101139. */
  101140. axisPinchControlRotation: boolean;
  101141. /**
  101142. * Log error messages if basic misconfiguration has occurred.
  101143. */
  101144. warningEnable: boolean;
  101145. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101146. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101147. private _warningCounter;
  101148. private _warning;
  101149. }
  101150. }
  101151. declare module BABYLON {
  101152. /**
  101153. * Default Inputs manager for the FollowCamera.
  101154. * It groups all the default supported inputs for ease of use.
  101155. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101156. */
  101157. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101158. /**
  101159. * Instantiates a new FollowCameraInputsManager.
  101160. * @param camera Defines the camera the inputs belong to
  101161. */
  101162. constructor(camera: FollowCamera);
  101163. /**
  101164. * Add keyboard input support to the input manager.
  101165. * @returns the current input manager
  101166. */
  101167. addKeyboard(): FollowCameraInputsManager;
  101168. /**
  101169. * Add mouse wheel input support to the input manager.
  101170. * @returns the current input manager
  101171. */
  101172. addMouseWheel(): FollowCameraInputsManager;
  101173. /**
  101174. * Add pointers input support to the input manager.
  101175. * @returns the current input manager
  101176. */
  101177. addPointers(): FollowCameraInputsManager;
  101178. /**
  101179. * Add orientation input support to the input manager.
  101180. * @returns the current input manager
  101181. */
  101182. addVRDeviceOrientation(): FollowCameraInputsManager;
  101183. }
  101184. }
  101185. declare module BABYLON {
  101186. /**
  101187. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101188. * an arc rotate version arcFollowCamera are available.
  101189. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101190. */
  101191. export class FollowCamera extends TargetCamera {
  101192. /**
  101193. * Distance the follow camera should follow an object at
  101194. */
  101195. radius: number;
  101196. /**
  101197. * Minimum allowed distance of the camera to the axis of rotation
  101198. * (The camera can not get closer).
  101199. * This can help limiting how the Camera is able to move in the scene.
  101200. */
  101201. lowerRadiusLimit: Nullable<number>;
  101202. /**
  101203. * Maximum allowed distance of the camera to the axis of rotation
  101204. * (The camera can not get further).
  101205. * This can help limiting how the Camera is able to move in the scene.
  101206. */
  101207. upperRadiusLimit: Nullable<number>;
  101208. /**
  101209. * Define a rotation offset between the camera and the object it follows
  101210. */
  101211. rotationOffset: number;
  101212. /**
  101213. * Minimum allowed angle to camera position relative to target object.
  101214. * This can help limiting how the Camera is able to move in the scene.
  101215. */
  101216. lowerRotationOffsetLimit: Nullable<number>;
  101217. /**
  101218. * Maximum allowed angle to camera position relative to target object.
  101219. * This can help limiting how the Camera is able to move in the scene.
  101220. */
  101221. upperRotationOffsetLimit: Nullable<number>;
  101222. /**
  101223. * Define a height offset between the camera and the object it follows.
  101224. * It can help following an object from the top (like a car chaing a plane)
  101225. */
  101226. heightOffset: number;
  101227. /**
  101228. * Minimum allowed height of camera position relative to target object.
  101229. * This can help limiting how the Camera is able to move in the scene.
  101230. */
  101231. lowerHeightOffsetLimit: Nullable<number>;
  101232. /**
  101233. * Maximum allowed height of camera position relative to target object.
  101234. * This can help limiting how the Camera is able to move in the scene.
  101235. */
  101236. upperHeightOffsetLimit: Nullable<number>;
  101237. /**
  101238. * Define how fast the camera can accelerate to follow it s target.
  101239. */
  101240. cameraAcceleration: number;
  101241. /**
  101242. * Define the speed limit of the camera following an object.
  101243. */
  101244. maxCameraSpeed: number;
  101245. /**
  101246. * Define the target of the camera.
  101247. */
  101248. lockedTarget: Nullable<AbstractMesh>;
  101249. /**
  101250. * Defines the input associated with the camera.
  101251. */
  101252. inputs: FollowCameraInputsManager;
  101253. /**
  101254. * Instantiates the follow camera.
  101255. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101256. * @param name Define the name of the camera in the scene
  101257. * @param position Define the position of the camera
  101258. * @param scene Define the scene the camera belong to
  101259. * @param lockedTarget Define the target of the camera
  101260. */
  101261. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101262. private _follow;
  101263. /**
  101264. * Attached controls to the current camera.
  101265. * @param element Defines the element the controls should be listened from
  101266. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101267. */
  101268. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101269. /**
  101270. * Detach the current controls from the camera.
  101271. * The camera will stop reacting to inputs.
  101272. * @param element Defines the element to stop listening the inputs from
  101273. */
  101274. detachControl(element: HTMLElement): void;
  101275. /** @hidden */
  101276. _checkInputs(): void;
  101277. private _checkLimits;
  101278. /**
  101279. * Gets the camera class name.
  101280. * @returns the class name
  101281. */
  101282. getClassName(): string;
  101283. }
  101284. /**
  101285. * Arc Rotate version of the follow camera.
  101286. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101287. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101288. */
  101289. export class ArcFollowCamera extends TargetCamera {
  101290. /** The longitudinal angle of the camera */
  101291. alpha: number;
  101292. /** The latitudinal angle of the camera */
  101293. beta: number;
  101294. /** The radius of the camera from its target */
  101295. radius: number;
  101296. /** Define the camera target (the messh it should follow) */
  101297. target: Nullable<AbstractMesh>;
  101298. private _cartesianCoordinates;
  101299. /**
  101300. * Instantiates a new ArcFollowCamera
  101301. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101302. * @param name Define the name of the camera
  101303. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101304. * @param beta Define the rotation angle of the camera around the elevation axis
  101305. * @param radius Define the radius of the camera from its target point
  101306. * @param target Define the target of the camera
  101307. * @param scene Define the scene the camera belongs to
  101308. */
  101309. constructor(name: string,
  101310. /** The longitudinal angle of the camera */
  101311. alpha: number,
  101312. /** The latitudinal angle of the camera */
  101313. beta: number,
  101314. /** The radius of the camera from its target */
  101315. radius: number,
  101316. /** Define the camera target (the messh it should follow) */
  101317. target: Nullable<AbstractMesh>, scene: Scene);
  101318. private _follow;
  101319. /** @hidden */
  101320. _checkInputs(): void;
  101321. /**
  101322. * Returns the class name of the object.
  101323. * It is mostly used internally for serialization purposes.
  101324. */
  101325. getClassName(): string;
  101326. }
  101327. }
  101328. declare module BABYLON {
  101329. /**
  101330. * Manage the keyboard inputs to control the movement of a follow camera.
  101331. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101332. */
  101333. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101334. /**
  101335. * Defines the camera the input is attached to.
  101336. */
  101337. camera: FollowCamera;
  101338. /**
  101339. * Defines the list of key codes associated with the up action (increase heightOffset)
  101340. */
  101341. keysHeightOffsetIncr: number[];
  101342. /**
  101343. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101344. */
  101345. keysHeightOffsetDecr: number[];
  101346. /**
  101347. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101348. */
  101349. keysHeightOffsetModifierAlt: boolean;
  101350. /**
  101351. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101352. */
  101353. keysHeightOffsetModifierCtrl: boolean;
  101354. /**
  101355. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101356. */
  101357. keysHeightOffsetModifierShift: boolean;
  101358. /**
  101359. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101360. */
  101361. keysRotationOffsetIncr: number[];
  101362. /**
  101363. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101364. */
  101365. keysRotationOffsetDecr: number[];
  101366. /**
  101367. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101368. */
  101369. keysRotationOffsetModifierAlt: boolean;
  101370. /**
  101371. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101372. */
  101373. keysRotationOffsetModifierCtrl: boolean;
  101374. /**
  101375. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101376. */
  101377. keysRotationOffsetModifierShift: boolean;
  101378. /**
  101379. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101380. */
  101381. keysRadiusIncr: number[];
  101382. /**
  101383. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101384. */
  101385. keysRadiusDecr: number[];
  101386. /**
  101387. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101388. */
  101389. keysRadiusModifierAlt: boolean;
  101390. /**
  101391. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101392. */
  101393. keysRadiusModifierCtrl: boolean;
  101394. /**
  101395. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101396. */
  101397. keysRadiusModifierShift: boolean;
  101398. /**
  101399. * Defines the rate of change of heightOffset.
  101400. */
  101401. heightSensibility: number;
  101402. /**
  101403. * Defines the rate of change of rotationOffset.
  101404. */
  101405. rotationSensibility: number;
  101406. /**
  101407. * Defines the rate of change of radius.
  101408. */
  101409. radiusSensibility: number;
  101410. private _keys;
  101411. private _ctrlPressed;
  101412. private _altPressed;
  101413. private _shiftPressed;
  101414. private _onCanvasBlurObserver;
  101415. private _onKeyboardObserver;
  101416. private _engine;
  101417. private _scene;
  101418. /**
  101419. * Attach the input controls to a specific dom element to get the input from.
  101420. * @param element Defines the element the controls should be listened from
  101421. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101422. */
  101423. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101424. /**
  101425. * Detach the current controls from the specified dom element.
  101426. * @param element Defines the element to stop listening the inputs from
  101427. */
  101428. detachControl(element: Nullable<HTMLElement>): void;
  101429. /**
  101430. * Update the current camera state depending on the inputs that have been used this frame.
  101431. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101432. */
  101433. checkInputs(): void;
  101434. /**
  101435. * Gets the class name of the current input.
  101436. * @returns the class name
  101437. */
  101438. getClassName(): string;
  101439. /**
  101440. * Get the friendly name associated with the input class.
  101441. * @returns the input friendly name
  101442. */
  101443. getSimpleName(): string;
  101444. /**
  101445. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101446. * allow modification of the heightOffset value.
  101447. */
  101448. private _modifierHeightOffset;
  101449. /**
  101450. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101451. * allow modification of the rotationOffset value.
  101452. */
  101453. private _modifierRotationOffset;
  101454. /**
  101455. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101456. * allow modification of the radius value.
  101457. */
  101458. private _modifierRadius;
  101459. }
  101460. }
  101461. declare module BABYLON {
  101462. interface FreeCameraInputsManager {
  101463. /**
  101464. * @hidden
  101465. */
  101466. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101467. /**
  101468. * Add orientation input support to the input manager.
  101469. * @returns the current input manager
  101470. */
  101471. addDeviceOrientation(): FreeCameraInputsManager;
  101472. }
  101473. /**
  101474. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101475. * Screen rotation is taken into account.
  101476. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101477. */
  101478. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101479. private _camera;
  101480. private _screenOrientationAngle;
  101481. private _constantTranform;
  101482. private _screenQuaternion;
  101483. private _alpha;
  101484. private _beta;
  101485. private _gamma;
  101486. /**
  101487. * Can be used to detect if a device orientation sensor is availible on a device
  101488. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101489. * @returns a promise that will resolve on orientation change
  101490. */
  101491. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101492. /**
  101493. * @hidden
  101494. */
  101495. _onDeviceOrientationChangedObservable: Observable<void>;
  101496. /**
  101497. * Instantiates a new input
  101498. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101499. */
  101500. constructor();
  101501. /**
  101502. * Define the camera controlled by the input.
  101503. */
  101504. camera: FreeCamera;
  101505. /**
  101506. * Attach the input controls to a specific dom element to get the input from.
  101507. * @param element Defines the element the controls should be listened from
  101508. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101509. */
  101510. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101511. private _orientationChanged;
  101512. private _deviceOrientation;
  101513. /**
  101514. * Detach the current controls from the specified dom element.
  101515. * @param element Defines the element to stop listening the inputs from
  101516. */
  101517. detachControl(element: Nullable<HTMLElement>): void;
  101518. /**
  101519. * Update the current camera state depending on the inputs that have been used this frame.
  101520. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101521. */
  101522. checkInputs(): void;
  101523. /**
  101524. * Gets the class name of the current intput.
  101525. * @returns the class name
  101526. */
  101527. getClassName(): string;
  101528. /**
  101529. * Get the friendly name associated with the input class.
  101530. * @returns the input friendly name
  101531. */
  101532. getSimpleName(): string;
  101533. }
  101534. }
  101535. declare module BABYLON {
  101536. /**
  101537. * Manage the gamepad inputs to control a free camera.
  101538. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101539. */
  101540. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101541. /**
  101542. * Define the camera the input is attached to.
  101543. */
  101544. camera: FreeCamera;
  101545. /**
  101546. * Define the Gamepad controlling the input
  101547. */
  101548. gamepad: Nullable<Gamepad>;
  101549. /**
  101550. * Defines the gamepad rotation sensiblity.
  101551. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101552. */
  101553. gamepadAngularSensibility: number;
  101554. /**
  101555. * Defines the gamepad move sensiblity.
  101556. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101557. */
  101558. gamepadMoveSensibility: number;
  101559. private _onGamepadConnectedObserver;
  101560. private _onGamepadDisconnectedObserver;
  101561. private _cameraTransform;
  101562. private _deltaTransform;
  101563. private _vector3;
  101564. private _vector2;
  101565. /**
  101566. * Attach the input controls to a specific dom element to get the input from.
  101567. * @param element Defines the element the controls should be listened from
  101568. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101569. */
  101570. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101571. /**
  101572. * Detach the current controls from the specified dom element.
  101573. * @param element Defines the element to stop listening the inputs from
  101574. */
  101575. detachControl(element: Nullable<HTMLElement>): void;
  101576. /**
  101577. * Update the current camera state depending on the inputs that have been used this frame.
  101578. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101579. */
  101580. checkInputs(): void;
  101581. /**
  101582. * Gets the class name of the current intput.
  101583. * @returns the class name
  101584. */
  101585. getClassName(): string;
  101586. /**
  101587. * Get the friendly name associated with the input class.
  101588. * @returns the input friendly name
  101589. */
  101590. getSimpleName(): string;
  101591. }
  101592. }
  101593. declare module BABYLON {
  101594. /**
  101595. * Defines the potential axis of a Joystick
  101596. */
  101597. export enum JoystickAxis {
  101598. /** X axis */
  101599. X = 0,
  101600. /** Y axis */
  101601. Y = 1,
  101602. /** Z axis */
  101603. Z = 2
  101604. }
  101605. /**
  101606. * Class used to define virtual joystick (used in touch mode)
  101607. */
  101608. export class VirtualJoystick {
  101609. /**
  101610. * Gets or sets a boolean indicating that left and right values must be inverted
  101611. */
  101612. reverseLeftRight: boolean;
  101613. /**
  101614. * Gets or sets a boolean indicating that up and down values must be inverted
  101615. */
  101616. reverseUpDown: boolean;
  101617. /**
  101618. * Gets the offset value for the position (ie. the change of the position value)
  101619. */
  101620. deltaPosition: Vector3;
  101621. /**
  101622. * Gets a boolean indicating if the virtual joystick was pressed
  101623. */
  101624. pressed: boolean;
  101625. /**
  101626. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101627. */
  101628. static Canvas: Nullable<HTMLCanvasElement>;
  101629. private static _globalJoystickIndex;
  101630. private static vjCanvasContext;
  101631. private static vjCanvasWidth;
  101632. private static vjCanvasHeight;
  101633. private static halfWidth;
  101634. private _action;
  101635. private _axisTargetedByLeftAndRight;
  101636. private _axisTargetedByUpAndDown;
  101637. private _joystickSensibility;
  101638. private _inversedSensibility;
  101639. private _joystickPointerID;
  101640. private _joystickColor;
  101641. private _joystickPointerPos;
  101642. private _joystickPreviousPointerPos;
  101643. private _joystickPointerStartPos;
  101644. private _deltaJoystickVector;
  101645. private _leftJoystick;
  101646. private _touches;
  101647. private _onPointerDownHandlerRef;
  101648. private _onPointerMoveHandlerRef;
  101649. private _onPointerUpHandlerRef;
  101650. private _onResize;
  101651. /**
  101652. * Creates a new virtual joystick
  101653. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101654. */
  101655. constructor(leftJoystick?: boolean);
  101656. /**
  101657. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101658. * @param newJoystickSensibility defines the new sensibility
  101659. */
  101660. setJoystickSensibility(newJoystickSensibility: number): void;
  101661. private _onPointerDown;
  101662. private _onPointerMove;
  101663. private _onPointerUp;
  101664. /**
  101665. * Change the color of the virtual joystick
  101666. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101667. */
  101668. setJoystickColor(newColor: string): void;
  101669. /**
  101670. * Defines a callback to call when the joystick is touched
  101671. * @param action defines the callback
  101672. */
  101673. setActionOnTouch(action: () => any): void;
  101674. /**
  101675. * Defines which axis you'd like to control for left & right
  101676. * @param axis defines the axis to use
  101677. */
  101678. setAxisForLeftRight(axis: JoystickAxis): void;
  101679. /**
  101680. * Defines which axis you'd like to control for up & down
  101681. * @param axis defines the axis to use
  101682. */
  101683. setAxisForUpDown(axis: JoystickAxis): void;
  101684. private _drawVirtualJoystick;
  101685. /**
  101686. * Release internal HTML canvas
  101687. */
  101688. releaseCanvas(): void;
  101689. }
  101690. }
  101691. declare module BABYLON {
  101692. interface FreeCameraInputsManager {
  101693. /**
  101694. * Add virtual joystick input support to the input manager.
  101695. * @returns the current input manager
  101696. */
  101697. addVirtualJoystick(): FreeCameraInputsManager;
  101698. }
  101699. /**
  101700. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101701. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101702. */
  101703. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101704. /**
  101705. * Defines the camera the input is attached to.
  101706. */
  101707. camera: FreeCamera;
  101708. private _leftjoystick;
  101709. private _rightjoystick;
  101710. /**
  101711. * Gets the left stick of the virtual joystick.
  101712. * @returns The virtual Joystick
  101713. */
  101714. getLeftJoystick(): VirtualJoystick;
  101715. /**
  101716. * Gets the right stick of the virtual joystick.
  101717. * @returns The virtual Joystick
  101718. */
  101719. getRightJoystick(): VirtualJoystick;
  101720. /**
  101721. * Update the current camera state depending on the inputs that have been used this frame.
  101722. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101723. */
  101724. checkInputs(): void;
  101725. /**
  101726. * Attach the input controls to a specific dom element to get the input from.
  101727. * @param element Defines the element the controls should be listened from
  101728. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101729. */
  101730. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101731. /**
  101732. * Detach the current controls from the specified dom element.
  101733. * @param element Defines the element to stop listening the inputs from
  101734. */
  101735. detachControl(element: Nullable<HTMLElement>): void;
  101736. /**
  101737. * Gets the class name of the current intput.
  101738. * @returns the class name
  101739. */
  101740. getClassName(): string;
  101741. /**
  101742. * Get the friendly name associated with the input class.
  101743. * @returns the input friendly name
  101744. */
  101745. getSimpleName(): string;
  101746. }
  101747. }
  101748. declare module BABYLON {
  101749. /**
  101750. * This represents a FPS type of camera controlled by touch.
  101751. * This is like a universal camera minus the Gamepad controls.
  101752. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101753. */
  101754. export class TouchCamera extends FreeCamera {
  101755. /**
  101756. * Defines the touch sensibility for rotation.
  101757. * The higher the faster.
  101758. */
  101759. touchAngularSensibility: number;
  101760. /**
  101761. * Defines the touch sensibility for move.
  101762. * The higher the faster.
  101763. */
  101764. touchMoveSensibility: number;
  101765. /**
  101766. * Instantiates a new touch camera.
  101767. * This represents a FPS type of camera controlled by touch.
  101768. * This is like a universal camera minus the Gamepad controls.
  101769. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101770. * @param name Define the name of the camera in the scene
  101771. * @param position Define the start position of the camera in the scene
  101772. * @param scene Define the scene the camera belongs to
  101773. */
  101774. constructor(name: string, position: Vector3, scene: Scene);
  101775. /**
  101776. * Gets the current object class name.
  101777. * @return the class name
  101778. */
  101779. getClassName(): string;
  101780. /** @hidden */
  101781. _setupInputs(): void;
  101782. }
  101783. }
  101784. declare module BABYLON {
  101785. /**
  101786. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  101787. * being tilted forward or back and left or right.
  101788. */
  101789. export class DeviceOrientationCamera extends FreeCamera {
  101790. private _initialQuaternion;
  101791. private _quaternionCache;
  101792. private _tmpDragQuaternion;
  101793. /**
  101794. * Creates a new device orientation camera
  101795. * @param name The name of the camera
  101796. * @param position The start position camera
  101797. * @param scene The scene the camera belongs to
  101798. */
  101799. constructor(name: string, position: Vector3, scene: Scene);
  101800. /**
  101801. * @hidden
  101802. * Disabled pointer input on first orientation sensor update (Default: true)
  101803. */
  101804. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  101805. private _dragFactor;
  101806. /**
  101807. * Enabled turning on the y axis when the orientation sensor is active
  101808. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  101809. */
  101810. enableHorizontalDragging(dragFactor?: number): void;
  101811. /**
  101812. * Gets the current instance class name ("DeviceOrientationCamera").
  101813. * This helps avoiding instanceof at run time.
  101814. * @returns the class name
  101815. */
  101816. getClassName(): string;
  101817. /**
  101818. * @hidden
  101819. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  101820. */
  101821. _checkInputs(): void;
  101822. /**
  101823. * Reset the camera to its default orientation on the specified axis only.
  101824. * @param axis The axis to reset
  101825. */
  101826. resetToCurrentRotation(axis?: Axis): void;
  101827. }
  101828. }
  101829. declare module BABYLON {
  101830. /**
  101831. * Defines supported buttons for XBox360 compatible gamepads
  101832. */
  101833. export enum Xbox360Button {
  101834. /** A */
  101835. A = 0,
  101836. /** B */
  101837. B = 1,
  101838. /** X */
  101839. X = 2,
  101840. /** Y */
  101841. Y = 3,
  101842. /** Start */
  101843. Start = 4,
  101844. /** Back */
  101845. Back = 5,
  101846. /** Left button */
  101847. LB = 6,
  101848. /** Right button */
  101849. RB = 7,
  101850. /** Left stick */
  101851. LeftStick = 8,
  101852. /** Right stick */
  101853. RightStick = 9
  101854. }
  101855. /** Defines values for XBox360 DPad */
  101856. export enum Xbox360Dpad {
  101857. /** Up */
  101858. Up = 0,
  101859. /** Down */
  101860. Down = 1,
  101861. /** Left */
  101862. Left = 2,
  101863. /** Right */
  101864. Right = 3
  101865. }
  101866. /**
  101867. * Defines a XBox360 gamepad
  101868. */
  101869. export class Xbox360Pad extends Gamepad {
  101870. private _leftTrigger;
  101871. private _rightTrigger;
  101872. private _onlefttriggerchanged;
  101873. private _onrighttriggerchanged;
  101874. private _onbuttondown;
  101875. private _onbuttonup;
  101876. private _ondpaddown;
  101877. private _ondpadup;
  101878. /** Observable raised when a button is pressed */
  101879. onButtonDownObservable: Observable<Xbox360Button>;
  101880. /** Observable raised when a button is released */
  101881. onButtonUpObservable: Observable<Xbox360Button>;
  101882. /** Observable raised when a pad is pressed */
  101883. onPadDownObservable: Observable<Xbox360Dpad>;
  101884. /** Observable raised when a pad is released */
  101885. onPadUpObservable: Observable<Xbox360Dpad>;
  101886. private _buttonA;
  101887. private _buttonB;
  101888. private _buttonX;
  101889. private _buttonY;
  101890. private _buttonBack;
  101891. private _buttonStart;
  101892. private _buttonLB;
  101893. private _buttonRB;
  101894. private _buttonLeftStick;
  101895. private _buttonRightStick;
  101896. private _dPadUp;
  101897. private _dPadDown;
  101898. private _dPadLeft;
  101899. private _dPadRight;
  101900. private _isXboxOnePad;
  101901. /**
  101902. * Creates a new XBox360 gamepad object
  101903. * @param id defines the id of this gamepad
  101904. * @param index defines its index
  101905. * @param gamepad defines the internal HTML gamepad object
  101906. * @param xboxOne defines if it is a XBox One gamepad
  101907. */
  101908. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  101909. /**
  101910. * Defines the callback to call when left trigger is pressed
  101911. * @param callback defines the callback to use
  101912. */
  101913. onlefttriggerchanged(callback: (value: number) => void): void;
  101914. /**
  101915. * Defines the callback to call when right trigger is pressed
  101916. * @param callback defines the callback to use
  101917. */
  101918. onrighttriggerchanged(callback: (value: number) => void): void;
  101919. /**
  101920. * Gets the left trigger value
  101921. */
  101922. /**
  101923. * Sets the left trigger value
  101924. */
  101925. leftTrigger: number;
  101926. /**
  101927. * Gets the right trigger value
  101928. */
  101929. /**
  101930. * Sets the right trigger value
  101931. */
  101932. rightTrigger: number;
  101933. /**
  101934. * Defines the callback to call when a button is pressed
  101935. * @param callback defines the callback to use
  101936. */
  101937. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  101938. /**
  101939. * Defines the callback to call when a button is released
  101940. * @param callback defines the callback to use
  101941. */
  101942. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  101943. /**
  101944. * Defines the callback to call when a pad is pressed
  101945. * @param callback defines the callback to use
  101946. */
  101947. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  101948. /**
  101949. * Defines the callback to call when a pad is released
  101950. * @param callback defines the callback to use
  101951. */
  101952. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  101953. private _setButtonValue;
  101954. private _setDPadValue;
  101955. /**
  101956. * Gets the value of the `A` button
  101957. */
  101958. /**
  101959. * Sets the value of the `A` button
  101960. */
  101961. buttonA: number;
  101962. /**
  101963. * Gets the value of the `B` button
  101964. */
  101965. /**
  101966. * Sets the value of the `B` button
  101967. */
  101968. buttonB: number;
  101969. /**
  101970. * Gets the value of the `X` button
  101971. */
  101972. /**
  101973. * Sets the value of the `X` button
  101974. */
  101975. buttonX: number;
  101976. /**
  101977. * Gets the value of the `Y` button
  101978. */
  101979. /**
  101980. * Sets the value of the `Y` button
  101981. */
  101982. buttonY: number;
  101983. /**
  101984. * Gets the value of the `Start` button
  101985. */
  101986. /**
  101987. * Sets the value of the `Start` button
  101988. */
  101989. buttonStart: number;
  101990. /**
  101991. * Gets the value of the `Back` button
  101992. */
  101993. /**
  101994. * Sets the value of the `Back` button
  101995. */
  101996. buttonBack: number;
  101997. /**
  101998. * Gets the value of the `Left` button
  101999. */
  102000. /**
  102001. * Sets the value of the `Left` button
  102002. */
  102003. buttonLB: number;
  102004. /**
  102005. * Gets the value of the `Right` button
  102006. */
  102007. /**
  102008. * Sets the value of the `Right` button
  102009. */
  102010. buttonRB: number;
  102011. /**
  102012. * Gets the value of the Left joystick
  102013. */
  102014. /**
  102015. * Sets the value of the Left joystick
  102016. */
  102017. buttonLeftStick: number;
  102018. /**
  102019. * Gets the value of the Right joystick
  102020. */
  102021. /**
  102022. * Sets the value of the Right joystick
  102023. */
  102024. buttonRightStick: number;
  102025. /**
  102026. * Gets the value of D-pad up
  102027. */
  102028. /**
  102029. * Sets the value of D-pad up
  102030. */
  102031. dPadUp: number;
  102032. /**
  102033. * Gets the value of D-pad down
  102034. */
  102035. /**
  102036. * Sets the value of D-pad down
  102037. */
  102038. dPadDown: number;
  102039. /**
  102040. * Gets the value of D-pad left
  102041. */
  102042. /**
  102043. * Sets the value of D-pad left
  102044. */
  102045. dPadLeft: number;
  102046. /**
  102047. * Gets the value of D-pad right
  102048. */
  102049. /**
  102050. * Sets the value of D-pad right
  102051. */
  102052. dPadRight: number;
  102053. /**
  102054. * Force the gamepad to synchronize with device values
  102055. */
  102056. update(): void;
  102057. /**
  102058. * Disposes the gamepad
  102059. */
  102060. dispose(): void;
  102061. }
  102062. }
  102063. declare module BABYLON {
  102064. /**
  102065. * Manager for handling gamepads
  102066. */
  102067. export class GamepadManager {
  102068. private _scene?;
  102069. private _babylonGamepads;
  102070. private _oneGamepadConnected;
  102071. /** @hidden */
  102072. _isMonitoring: boolean;
  102073. private _gamepadEventSupported;
  102074. private _gamepadSupport;
  102075. /**
  102076. * observable to be triggered when the gamepad controller has been connected
  102077. */
  102078. onGamepadConnectedObservable: Observable<Gamepad>;
  102079. /**
  102080. * observable to be triggered when the gamepad controller has been disconnected
  102081. */
  102082. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102083. private _onGamepadConnectedEvent;
  102084. private _onGamepadDisconnectedEvent;
  102085. /**
  102086. * Initializes the gamepad manager
  102087. * @param _scene BabylonJS scene
  102088. */
  102089. constructor(_scene?: Scene | undefined);
  102090. /**
  102091. * The gamepads in the game pad manager
  102092. */
  102093. readonly gamepads: Gamepad[];
  102094. /**
  102095. * Get the gamepad controllers based on type
  102096. * @param type The type of gamepad controller
  102097. * @returns Nullable gamepad
  102098. */
  102099. getGamepadByType(type?: number): Nullable<Gamepad>;
  102100. /**
  102101. * Disposes the gamepad manager
  102102. */
  102103. dispose(): void;
  102104. private _addNewGamepad;
  102105. private _startMonitoringGamepads;
  102106. private _stopMonitoringGamepads;
  102107. /** @hidden */
  102108. _checkGamepadsStatus(): void;
  102109. private _updateGamepadObjects;
  102110. }
  102111. }
  102112. declare module BABYLON {
  102113. interface Scene {
  102114. /** @hidden */
  102115. _gamepadManager: Nullable<GamepadManager>;
  102116. /**
  102117. * Gets the gamepad manager associated with the scene
  102118. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102119. */
  102120. gamepadManager: GamepadManager;
  102121. }
  102122. /**
  102123. * Interface representing a free camera inputs manager
  102124. */
  102125. interface FreeCameraInputsManager {
  102126. /**
  102127. * Adds gamepad input support to the FreeCameraInputsManager.
  102128. * @returns the FreeCameraInputsManager
  102129. */
  102130. addGamepad(): FreeCameraInputsManager;
  102131. }
  102132. /**
  102133. * Interface representing an arc rotate camera inputs manager
  102134. */
  102135. interface ArcRotateCameraInputsManager {
  102136. /**
  102137. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102138. * @returns the camera inputs manager
  102139. */
  102140. addGamepad(): ArcRotateCameraInputsManager;
  102141. }
  102142. /**
  102143. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102144. */
  102145. export class GamepadSystemSceneComponent implements ISceneComponent {
  102146. /**
  102147. * The component name helpfull to identify the component in the list of scene components.
  102148. */
  102149. readonly name: string;
  102150. /**
  102151. * The scene the component belongs to.
  102152. */
  102153. scene: Scene;
  102154. /**
  102155. * Creates a new instance of the component for the given scene
  102156. * @param scene Defines the scene to register the component in
  102157. */
  102158. constructor(scene: Scene);
  102159. /**
  102160. * Registers the component in a given scene
  102161. */
  102162. register(): void;
  102163. /**
  102164. * Rebuilds the elements related to this component in case of
  102165. * context lost for instance.
  102166. */
  102167. rebuild(): void;
  102168. /**
  102169. * Disposes the component and the associated ressources
  102170. */
  102171. dispose(): void;
  102172. private _beforeCameraUpdate;
  102173. }
  102174. }
  102175. declare module BABYLON {
  102176. /**
  102177. * 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,
  102178. * which still works and will still be found in many Playgrounds.
  102179. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102180. */
  102181. export class UniversalCamera extends TouchCamera {
  102182. /**
  102183. * Defines the gamepad rotation sensiblity.
  102184. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102185. */
  102186. gamepadAngularSensibility: number;
  102187. /**
  102188. * Defines the gamepad move sensiblity.
  102189. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102190. */
  102191. gamepadMoveSensibility: number;
  102192. /**
  102193. * 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,
  102194. * which still works and will still be found in many Playgrounds.
  102195. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102196. * @param name Define the name of the camera in the scene
  102197. * @param position Define the start position of the camera in the scene
  102198. * @param scene Define the scene the camera belongs to
  102199. */
  102200. constructor(name: string, position: Vector3, scene: Scene);
  102201. /**
  102202. * Gets the current object class name.
  102203. * @return the class name
  102204. */
  102205. getClassName(): string;
  102206. }
  102207. }
  102208. declare module BABYLON {
  102209. /**
  102210. * This represents a FPS type of camera. This is only here for back compat purpose.
  102211. * Please use the UniversalCamera instead as both are identical.
  102212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102213. */
  102214. export class GamepadCamera extends UniversalCamera {
  102215. /**
  102216. * Instantiates a new Gamepad Camera
  102217. * This represents a FPS type of camera. This is only here for back compat purpose.
  102218. * Please use the UniversalCamera instead as both are identical.
  102219. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102220. * @param name Define the name of the camera in the scene
  102221. * @param position Define the start position of the camera in the scene
  102222. * @param scene Define the scene the camera belongs to
  102223. */
  102224. constructor(name: string, position: Vector3, scene: Scene);
  102225. /**
  102226. * Gets the current object class name.
  102227. * @return the class name
  102228. */
  102229. getClassName(): string;
  102230. }
  102231. }
  102232. declare module BABYLON {
  102233. /** @hidden */
  102234. export var passPixelShader: {
  102235. name: string;
  102236. shader: string;
  102237. };
  102238. }
  102239. declare module BABYLON {
  102240. /** @hidden */
  102241. export var passCubePixelShader: {
  102242. name: string;
  102243. shader: string;
  102244. };
  102245. }
  102246. declare module BABYLON {
  102247. /**
  102248. * PassPostProcess which produces an output the same as it's input
  102249. */
  102250. export class PassPostProcess extends PostProcess {
  102251. /**
  102252. * Creates the PassPostProcess
  102253. * @param name The name of the effect.
  102254. * @param options The required width/height ratio to downsize to before computing the render pass.
  102255. * @param camera The camera to apply the render pass to.
  102256. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102257. * @param engine The engine which the post process will be applied. (default: current engine)
  102258. * @param reusable If the post process can be reused on the same frame. (default: false)
  102259. * @param textureType The type of texture to be used when performing the post processing.
  102260. * @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)
  102261. */
  102262. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102263. }
  102264. /**
  102265. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102266. */
  102267. export class PassCubePostProcess extends PostProcess {
  102268. private _face;
  102269. /**
  102270. * Gets or sets the cube face to display.
  102271. * * 0 is +X
  102272. * * 1 is -X
  102273. * * 2 is +Y
  102274. * * 3 is -Y
  102275. * * 4 is +Z
  102276. * * 5 is -Z
  102277. */
  102278. face: number;
  102279. /**
  102280. * Creates the PassCubePostProcess
  102281. * @param name The name of the effect.
  102282. * @param options The required width/height ratio to downsize to before computing the render pass.
  102283. * @param camera The camera to apply the render pass to.
  102284. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102285. * @param engine The engine which the post process will be applied. (default: current engine)
  102286. * @param reusable If the post process can be reused on the same frame. (default: false)
  102287. * @param textureType The type of texture to be used when performing the post processing.
  102288. * @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)
  102289. */
  102290. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102291. }
  102292. }
  102293. declare module BABYLON {
  102294. /** @hidden */
  102295. export var anaglyphPixelShader: {
  102296. name: string;
  102297. shader: string;
  102298. };
  102299. }
  102300. declare module BABYLON {
  102301. /**
  102302. * Postprocess used to generate anaglyphic rendering
  102303. */
  102304. export class AnaglyphPostProcess extends PostProcess {
  102305. private _passedProcess;
  102306. /**
  102307. * Creates a new AnaglyphPostProcess
  102308. * @param name defines postprocess name
  102309. * @param options defines creation options or target ratio scale
  102310. * @param rigCameras defines cameras using this postprocess
  102311. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102312. * @param engine defines hosting engine
  102313. * @param reusable defines if the postprocess will be reused multiple times per frame
  102314. */
  102315. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102316. }
  102317. }
  102318. declare module BABYLON {
  102319. /**
  102320. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102321. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102322. */
  102323. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102324. /**
  102325. * Creates a new AnaglyphArcRotateCamera
  102326. * @param name defines camera name
  102327. * @param alpha defines alpha angle (in radians)
  102328. * @param beta defines beta angle (in radians)
  102329. * @param radius defines radius
  102330. * @param target defines camera target
  102331. * @param interaxialDistance defines distance between each color axis
  102332. * @param scene defines the hosting scene
  102333. */
  102334. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102335. /**
  102336. * Gets camera class name
  102337. * @returns AnaglyphArcRotateCamera
  102338. */
  102339. getClassName(): string;
  102340. }
  102341. }
  102342. declare module BABYLON {
  102343. /**
  102344. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102345. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102346. */
  102347. export class AnaglyphFreeCamera extends FreeCamera {
  102348. /**
  102349. * Creates a new AnaglyphFreeCamera
  102350. * @param name defines camera name
  102351. * @param position defines initial position
  102352. * @param interaxialDistance defines distance between each color axis
  102353. * @param scene defines the hosting scene
  102354. */
  102355. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102356. /**
  102357. * Gets camera class name
  102358. * @returns AnaglyphFreeCamera
  102359. */
  102360. getClassName(): string;
  102361. }
  102362. }
  102363. declare module BABYLON {
  102364. /**
  102365. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102366. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102367. */
  102368. export class AnaglyphGamepadCamera extends GamepadCamera {
  102369. /**
  102370. * Creates a new AnaglyphGamepadCamera
  102371. * @param name defines camera name
  102372. * @param position defines initial position
  102373. * @param interaxialDistance defines distance between each color axis
  102374. * @param scene defines the hosting scene
  102375. */
  102376. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102377. /**
  102378. * Gets camera class name
  102379. * @returns AnaglyphGamepadCamera
  102380. */
  102381. getClassName(): string;
  102382. }
  102383. }
  102384. declare module BABYLON {
  102385. /**
  102386. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102387. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102388. */
  102389. export class AnaglyphUniversalCamera extends UniversalCamera {
  102390. /**
  102391. * Creates a new AnaglyphUniversalCamera
  102392. * @param name defines camera name
  102393. * @param position defines initial position
  102394. * @param interaxialDistance defines distance between each color axis
  102395. * @param scene defines the hosting scene
  102396. */
  102397. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102398. /**
  102399. * Gets camera class name
  102400. * @returns AnaglyphUniversalCamera
  102401. */
  102402. getClassName(): string;
  102403. }
  102404. }
  102405. declare module BABYLON {
  102406. /** @hidden */
  102407. export var stereoscopicInterlacePixelShader: {
  102408. name: string;
  102409. shader: string;
  102410. };
  102411. }
  102412. declare module BABYLON {
  102413. /**
  102414. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102415. */
  102416. export class StereoscopicInterlacePostProcess extends PostProcess {
  102417. private _stepSize;
  102418. private _passedProcess;
  102419. /**
  102420. * Initializes a StereoscopicInterlacePostProcess
  102421. * @param name The name of the effect.
  102422. * @param rigCameras The rig cameras to be appled to the post process
  102423. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102424. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102425. * @param engine The engine which the post process will be applied. (default: current engine)
  102426. * @param reusable If the post process can be reused on the same frame. (default: false)
  102427. */
  102428. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102429. }
  102430. }
  102431. declare module BABYLON {
  102432. /**
  102433. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102434. * @see http://doc.babylonjs.com/features/cameras
  102435. */
  102436. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102437. /**
  102438. * Creates a new StereoscopicArcRotateCamera
  102439. * @param name defines camera name
  102440. * @param alpha defines alpha angle (in radians)
  102441. * @param beta defines beta angle (in radians)
  102442. * @param radius defines radius
  102443. * @param target defines camera target
  102444. * @param interaxialDistance defines distance between each color axis
  102445. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102446. * @param scene defines the hosting scene
  102447. */
  102448. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102449. /**
  102450. * Gets camera class name
  102451. * @returns StereoscopicArcRotateCamera
  102452. */
  102453. getClassName(): string;
  102454. }
  102455. }
  102456. declare module BABYLON {
  102457. /**
  102458. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102459. * @see http://doc.babylonjs.com/features/cameras
  102460. */
  102461. export class StereoscopicFreeCamera extends FreeCamera {
  102462. /**
  102463. * Creates a new StereoscopicFreeCamera
  102464. * @param name defines camera name
  102465. * @param position defines initial position
  102466. * @param interaxialDistance defines distance between each color axis
  102467. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102468. * @param scene defines the hosting scene
  102469. */
  102470. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102471. /**
  102472. * Gets camera class name
  102473. * @returns StereoscopicFreeCamera
  102474. */
  102475. getClassName(): string;
  102476. }
  102477. }
  102478. declare module BABYLON {
  102479. /**
  102480. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102481. * @see http://doc.babylonjs.com/features/cameras
  102482. */
  102483. export class StereoscopicGamepadCamera extends GamepadCamera {
  102484. /**
  102485. * Creates a new StereoscopicGamepadCamera
  102486. * @param name defines camera name
  102487. * @param position defines initial position
  102488. * @param interaxialDistance defines distance between each color axis
  102489. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102490. * @param scene defines the hosting scene
  102491. */
  102492. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102493. /**
  102494. * Gets camera class name
  102495. * @returns StereoscopicGamepadCamera
  102496. */
  102497. getClassName(): string;
  102498. }
  102499. }
  102500. declare module BABYLON {
  102501. /**
  102502. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102503. * @see http://doc.babylonjs.com/features/cameras
  102504. */
  102505. export class StereoscopicUniversalCamera extends UniversalCamera {
  102506. /**
  102507. * Creates a new StereoscopicUniversalCamera
  102508. * @param name defines camera name
  102509. * @param position defines initial position
  102510. * @param interaxialDistance defines distance between each color axis
  102511. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102512. * @param scene defines the hosting scene
  102513. */
  102514. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102515. /**
  102516. * Gets camera class name
  102517. * @returns StereoscopicUniversalCamera
  102518. */
  102519. getClassName(): string;
  102520. }
  102521. }
  102522. declare module BABYLON {
  102523. /**
  102524. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102525. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102526. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102527. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102528. */
  102529. export class VirtualJoysticksCamera extends FreeCamera {
  102530. /**
  102531. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102532. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102533. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102534. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102535. * @param name Define the name of the camera in the scene
  102536. * @param position Define the start position of the camera in the scene
  102537. * @param scene Define the scene the camera belongs to
  102538. */
  102539. constructor(name: string, position: Vector3, scene: Scene);
  102540. /**
  102541. * Gets the current object class name.
  102542. * @return the class name
  102543. */
  102544. getClassName(): string;
  102545. }
  102546. }
  102547. declare module BABYLON {
  102548. /**
  102549. * This represents all the required metrics to create a VR camera.
  102550. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102551. */
  102552. export class VRCameraMetrics {
  102553. /**
  102554. * Define the horizontal resolution off the screen.
  102555. */
  102556. hResolution: number;
  102557. /**
  102558. * Define the vertical resolution off the screen.
  102559. */
  102560. vResolution: number;
  102561. /**
  102562. * Define the horizontal screen size.
  102563. */
  102564. hScreenSize: number;
  102565. /**
  102566. * Define the vertical screen size.
  102567. */
  102568. vScreenSize: number;
  102569. /**
  102570. * Define the vertical screen center position.
  102571. */
  102572. vScreenCenter: number;
  102573. /**
  102574. * Define the distance of the eyes to the screen.
  102575. */
  102576. eyeToScreenDistance: number;
  102577. /**
  102578. * Define the distance between both lenses
  102579. */
  102580. lensSeparationDistance: number;
  102581. /**
  102582. * Define the distance between both viewer's eyes.
  102583. */
  102584. interpupillaryDistance: number;
  102585. /**
  102586. * Define the distortion factor of the VR postprocess.
  102587. * Please, touch with care.
  102588. */
  102589. distortionK: number[];
  102590. /**
  102591. * Define the chromatic aberration correction factors for the VR post process.
  102592. */
  102593. chromaAbCorrection: number[];
  102594. /**
  102595. * Define the scale factor of the post process.
  102596. * The smaller the better but the slower.
  102597. */
  102598. postProcessScaleFactor: number;
  102599. /**
  102600. * Define an offset for the lens center.
  102601. */
  102602. lensCenterOffset: number;
  102603. /**
  102604. * Define if the current vr camera should compensate the distortion of the lense or not.
  102605. */
  102606. compensateDistortion: boolean;
  102607. /**
  102608. * Defines if multiview should be enabled when rendering (Default: false)
  102609. */
  102610. multiviewEnabled: boolean;
  102611. /**
  102612. * Gets the rendering aspect ratio based on the provided resolutions.
  102613. */
  102614. readonly aspectRatio: number;
  102615. /**
  102616. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102617. */
  102618. readonly aspectRatioFov: number;
  102619. /**
  102620. * @hidden
  102621. */
  102622. readonly leftHMatrix: Matrix;
  102623. /**
  102624. * @hidden
  102625. */
  102626. readonly rightHMatrix: Matrix;
  102627. /**
  102628. * @hidden
  102629. */
  102630. readonly leftPreViewMatrix: Matrix;
  102631. /**
  102632. * @hidden
  102633. */
  102634. readonly rightPreViewMatrix: Matrix;
  102635. /**
  102636. * Get the default VRMetrics based on the most generic setup.
  102637. * @returns the default vr metrics
  102638. */
  102639. static GetDefault(): VRCameraMetrics;
  102640. }
  102641. }
  102642. declare module BABYLON {
  102643. /** @hidden */
  102644. export var vrDistortionCorrectionPixelShader: {
  102645. name: string;
  102646. shader: string;
  102647. };
  102648. }
  102649. declare module BABYLON {
  102650. /**
  102651. * VRDistortionCorrectionPostProcess used for mobile VR
  102652. */
  102653. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102654. private _isRightEye;
  102655. private _distortionFactors;
  102656. private _postProcessScaleFactor;
  102657. private _lensCenterOffset;
  102658. private _scaleIn;
  102659. private _scaleFactor;
  102660. private _lensCenter;
  102661. /**
  102662. * Initializes the VRDistortionCorrectionPostProcess
  102663. * @param name The name of the effect.
  102664. * @param camera The camera to apply the render pass to.
  102665. * @param isRightEye If this is for the right eye distortion
  102666. * @param vrMetrics All the required metrics for the VR camera
  102667. */
  102668. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102669. }
  102670. }
  102671. declare module BABYLON {
  102672. /**
  102673. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102674. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102675. */
  102676. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102677. /**
  102678. * Creates a new VRDeviceOrientationArcRotateCamera
  102679. * @param name defines camera name
  102680. * @param alpha defines the camera rotation along the logitudinal axis
  102681. * @param beta defines the camera rotation along the latitudinal axis
  102682. * @param radius defines the camera distance from its target
  102683. * @param target defines the camera target
  102684. * @param scene defines the scene the camera belongs to
  102685. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102686. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102687. */
  102688. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102689. /**
  102690. * Gets camera class name
  102691. * @returns VRDeviceOrientationArcRotateCamera
  102692. */
  102693. getClassName(): string;
  102694. }
  102695. }
  102696. declare module BABYLON {
  102697. /**
  102698. * Camera used to simulate VR rendering (based on FreeCamera)
  102699. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102700. */
  102701. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102702. /**
  102703. * Creates a new VRDeviceOrientationFreeCamera
  102704. * @param name defines camera name
  102705. * @param position defines the start position of the camera
  102706. * @param scene defines the scene the camera belongs to
  102707. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102708. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102709. */
  102710. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102711. /**
  102712. * Gets camera class name
  102713. * @returns VRDeviceOrientationFreeCamera
  102714. */
  102715. getClassName(): string;
  102716. }
  102717. }
  102718. declare module BABYLON {
  102719. /**
  102720. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  102721. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102722. */
  102723. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  102724. /**
  102725. * Creates a new VRDeviceOrientationGamepadCamera
  102726. * @param name defines camera name
  102727. * @param position defines the start position of the camera
  102728. * @param scene defines the scene the camera belongs to
  102729. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102730. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102731. */
  102732. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102733. /**
  102734. * Gets camera class name
  102735. * @returns VRDeviceOrientationGamepadCamera
  102736. */
  102737. getClassName(): string;
  102738. }
  102739. }
  102740. declare module BABYLON {
  102741. /**
  102742. * Base class of materials working in push mode in babylon JS
  102743. * @hidden
  102744. */
  102745. export class PushMaterial extends Material {
  102746. protected _activeEffect: Effect;
  102747. protected _normalMatrix: Matrix;
  102748. /**
  102749. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  102750. * This means that the material can keep using a previous shader while a new one is being compiled.
  102751. * This is mostly used when shader parallel compilation is supported (true by default)
  102752. */
  102753. allowShaderHotSwapping: boolean;
  102754. constructor(name: string, scene: Scene);
  102755. getEffect(): Effect;
  102756. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  102757. /**
  102758. * Binds the given world matrix to the active effect
  102759. *
  102760. * @param world the matrix to bind
  102761. */
  102762. bindOnlyWorldMatrix(world: Matrix): void;
  102763. /**
  102764. * Binds the given normal matrix to the active effect
  102765. *
  102766. * @param normalMatrix the matrix to bind
  102767. */
  102768. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  102769. bind(world: Matrix, mesh?: Mesh): void;
  102770. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  102771. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  102772. }
  102773. }
  102774. declare module BABYLON {
  102775. /**
  102776. * This groups all the flags used to control the materials channel.
  102777. */
  102778. export class MaterialFlags {
  102779. private static _DiffuseTextureEnabled;
  102780. /**
  102781. * Are diffuse textures enabled in the application.
  102782. */
  102783. static DiffuseTextureEnabled: boolean;
  102784. private static _AmbientTextureEnabled;
  102785. /**
  102786. * Are ambient textures enabled in the application.
  102787. */
  102788. static AmbientTextureEnabled: boolean;
  102789. private static _OpacityTextureEnabled;
  102790. /**
  102791. * Are opacity textures enabled in the application.
  102792. */
  102793. static OpacityTextureEnabled: boolean;
  102794. private static _ReflectionTextureEnabled;
  102795. /**
  102796. * Are reflection textures enabled in the application.
  102797. */
  102798. static ReflectionTextureEnabled: boolean;
  102799. private static _EmissiveTextureEnabled;
  102800. /**
  102801. * Are emissive textures enabled in the application.
  102802. */
  102803. static EmissiveTextureEnabled: boolean;
  102804. private static _SpecularTextureEnabled;
  102805. /**
  102806. * Are specular textures enabled in the application.
  102807. */
  102808. static SpecularTextureEnabled: boolean;
  102809. private static _BumpTextureEnabled;
  102810. /**
  102811. * Are bump textures enabled in the application.
  102812. */
  102813. static BumpTextureEnabled: boolean;
  102814. private static _LightmapTextureEnabled;
  102815. /**
  102816. * Are lightmap textures enabled in the application.
  102817. */
  102818. static LightmapTextureEnabled: boolean;
  102819. private static _RefractionTextureEnabled;
  102820. /**
  102821. * Are refraction textures enabled in the application.
  102822. */
  102823. static RefractionTextureEnabled: boolean;
  102824. private static _ColorGradingTextureEnabled;
  102825. /**
  102826. * Are color grading textures enabled in the application.
  102827. */
  102828. static ColorGradingTextureEnabled: boolean;
  102829. private static _FresnelEnabled;
  102830. /**
  102831. * Are fresnels enabled in the application.
  102832. */
  102833. static FresnelEnabled: boolean;
  102834. private static _ClearCoatTextureEnabled;
  102835. /**
  102836. * Are clear coat textures enabled in the application.
  102837. */
  102838. static ClearCoatTextureEnabled: boolean;
  102839. private static _ClearCoatBumpTextureEnabled;
  102840. /**
  102841. * Are clear coat bump textures enabled in the application.
  102842. */
  102843. static ClearCoatBumpTextureEnabled: boolean;
  102844. private static _ClearCoatTintTextureEnabled;
  102845. /**
  102846. * Are clear coat tint textures enabled in the application.
  102847. */
  102848. static ClearCoatTintTextureEnabled: boolean;
  102849. private static _SheenTextureEnabled;
  102850. /**
  102851. * Are sheen textures enabled in the application.
  102852. */
  102853. static SheenTextureEnabled: boolean;
  102854. private static _AnisotropicTextureEnabled;
  102855. /**
  102856. * Are anisotropic textures enabled in the application.
  102857. */
  102858. static AnisotropicTextureEnabled: boolean;
  102859. private static _ThicknessTextureEnabled;
  102860. /**
  102861. * Are thickness textures enabled in the application.
  102862. */
  102863. static ThicknessTextureEnabled: boolean;
  102864. }
  102865. }
  102866. declare module BABYLON {
  102867. /** @hidden */
  102868. export var defaultFragmentDeclaration: {
  102869. name: string;
  102870. shader: string;
  102871. };
  102872. }
  102873. declare module BABYLON {
  102874. /** @hidden */
  102875. export var defaultUboDeclaration: {
  102876. name: string;
  102877. shader: string;
  102878. };
  102879. }
  102880. declare module BABYLON {
  102881. /** @hidden */
  102882. export var lightFragmentDeclaration: {
  102883. name: string;
  102884. shader: string;
  102885. };
  102886. }
  102887. declare module BABYLON {
  102888. /** @hidden */
  102889. export var lightUboDeclaration: {
  102890. name: string;
  102891. shader: string;
  102892. };
  102893. }
  102894. declare module BABYLON {
  102895. /** @hidden */
  102896. export var lightsFragmentFunctions: {
  102897. name: string;
  102898. shader: string;
  102899. };
  102900. }
  102901. declare module BABYLON {
  102902. /** @hidden */
  102903. export var shadowsFragmentFunctions: {
  102904. name: string;
  102905. shader: string;
  102906. };
  102907. }
  102908. declare module BABYLON {
  102909. /** @hidden */
  102910. export var fresnelFunction: {
  102911. name: string;
  102912. shader: string;
  102913. };
  102914. }
  102915. declare module BABYLON {
  102916. /** @hidden */
  102917. export var reflectionFunction: {
  102918. name: string;
  102919. shader: string;
  102920. };
  102921. }
  102922. declare module BABYLON {
  102923. /** @hidden */
  102924. export var bumpFragmentFunctions: {
  102925. name: string;
  102926. shader: string;
  102927. };
  102928. }
  102929. declare module BABYLON {
  102930. /** @hidden */
  102931. export var logDepthDeclaration: {
  102932. name: string;
  102933. shader: string;
  102934. };
  102935. }
  102936. declare module BABYLON {
  102937. /** @hidden */
  102938. export var bumpFragment: {
  102939. name: string;
  102940. shader: string;
  102941. };
  102942. }
  102943. declare module BABYLON {
  102944. /** @hidden */
  102945. export var depthPrePass: {
  102946. name: string;
  102947. shader: string;
  102948. };
  102949. }
  102950. declare module BABYLON {
  102951. /** @hidden */
  102952. export var lightFragment: {
  102953. name: string;
  102954. shader: string;
  102955. };
  102956. }
  102957. declare module BABYLON {
  102958. /** @hidden */
  102959. export var logDepthFragment: {
  102960. name: string;
  102961. shader: string;
  102962. };
  102963. }
  102964. declare module BABYLON {
  102965. /** @hidden */
  102966. export var defaultPixelShader: {
  102967. name: string;
  102968. shader: string;
  102969. };
  102970. }
  102971. declare module BABYLON {
  102972. /** @hidden */
  102973. export var defaultVertexDeclaration: {
  102974. name: string;
  102975. shader: string;
  102976. };
  102977. }
  102978. declare module BABYLON {
  102979. /** @hidden */
  102980. export var bumpVertexDeclaration: {
  102981. name: string;
  102982. shader: string;
  102983. };
  102984. }
  102985. declare module BABYLON {
  102986. /** @hidden */
  102987. export var bumpVertex: {
  102988. name: string;
  102989. shader: string;
  102990. };
  102991. }
  102992. declare module BABYLON {
  102993. /** @hidden */
  102994. export var fogVertex: {
  102995. name: string;
  102996. shader: string;
  102997. };
  102998. }
  102999. declare module BABYLON {
  103000. /** @hidden */
  103001. export var shadowsVertex: {
  103002. name: string;
  103003. shader: string;
  103004. };
  103005. }
  103006. declare module BABYLON {
  103007. /** @hidden */
  103008. export var pointCloudVertex: {
  103009. name: string;
  103010. shader: string;
  103011. };
  103012. }
  103013. declare module BABYLON {
  103014. /** @hidden */
  103015. export var logDepthVertex: {
  103016. name: string;
  103017. shader: string;
  103018. };
  103019. }
  103020. declare module BABYLON {
  103021. /** @hidden */
  103022. export var defaultVertexShader: {
  103023. name: string;
  103024. shader: string;
  103025. };
  103026. }
  103027. declare module BABYLON {
  103028. /** @hidden */
  103029. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103030. MAINUV1: boolean;
  103031. MAINUV2: boolean;
  103032. DIFFUSE: boolean;
  103033. DIFFUSEDIRECTUV: number;
  103034. AMBIENT: boolean;
  103035. AMBIENTDIRECTUV: number;
  103036. OPACITY: boolean;
  103037. OPACITYDIRECTUV: number;
  103038. OPACITYRGB: boolean;
  103039. REFLECTION: boolean;
  103040. EMISSIVE: boolean;
  103041. EMISSIVEDIRECTUV: number;
  103042. SPECULAR: boolean;
  103043. SPECULARDIRECTUV: number;
  103044. BUMP: boolean;
  103045. BUMPDIRECTUV: number;
  103046. PARALLAX: boolean;
  103047. PARALLAXOCCLUSION: boolean;
  103048. SPECULAROVERALPHA: boolean;
  103049. CLIPPLANE: boolean;
  103050. CLIPPLANE2: boolean;
  103051. CLIPPLANE3: boolean;
  103052. CLIPPLANE4: boolean;
  103053. ALPHATEST: boolean;
  103054. DEPTHPREPASS: boolean;
  103055. ALPHAFROMDIFFUSE: boolean;
  103056. POINTSIZE: boolean;
  103057. FOG: boolean;
  103058. SPECULARTERM: boolean;
  103059. DIFFUSEFRESNEL: boolean;
  103060. OPACITYFRESNEL: boolean;
  103061. REFLECTIONFRESNEL: boolean;
  103062. REFRACTIONFRESNEL: boolean;
  103063. EMISSIVEFRESNEL: boolean;
  103064. FRESNEL: boolean;
  103065. NORMAL: boolean;
  103066. UV1: boolean;
  103067. UV2: boolean;
  103068. VERTEXCOLOR: boolean;
  103069. VERTEXALPHA: boolean;
  103070. NUM_BONE_INFLUENCERS: number;
  103071. BonesPerMesh: number;
  103072. BONETEXTURE: boolean;
  103073. INSTANCES: boolean;
  103074. GLOSSINESS: boolean;
  103075. ROUGHNESS: boolean;
  103076. EMISSIVEASILLUMINATION: boolean;
  103077. LINKEMISSIVEWITHDIFFUSE: boolean;
  103078. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103079. LIGHTMAP: boolean;
  103080. LIGHTMAPDIRECTUV: number;
  103081. OBJECTSPACE_NORMALMAP: boolean;
  103082. USELIGHTMAPASSHADOWMAP: boolean;
  103083. REFLECTIONMAP_3D: boolean;
  103084. REFLECTIONMAP_SPHERICAL: boolean;
  103085. REFLECTIONMAP_PLANAR: boolean;
  103086. REFLECTIONMAP_CUBIC: boolean;
  103087. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103088. REFLECTIONMAP_PROJECTION: boolean;
  103089. REFLECTIONMAP_SKYBOX: boolean;
  103090. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103091. REFLECTIONMAP_EXPLICIT: boolean;
  103092. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103093. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103094. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103095. INVERTCUBICMAP: boolean;
  103096. LOGARITHMICDEPTH: boolean;
  103097. REFRACTION: boolean;
  103098. REFRACTIONMAP_3D: boolean;
  103099. REFLECTIONOVERALPHA: boolean;
  103100. TWOSIDEDLIGHTING: boolean;
  103101. SHADOWFLOAT: boolean;
  103102. MORPHTARGETS: boolean;
  103103. MORPHTARGETS_NORMAL: boolean;
  103104. MORPHTARGETS_TANGENT: boolean;
  103105. MORPHTARGETS_UV: boolean;
  103106. NUM_MORPH_INFLUENCERS: number;
  103107. NONUNIFORMSCALING: boolean;
  103108. PREMULTIPLYALPHA: boolean;
  103109. IMAGEPROCESSING: boolean;
  103110. VIGNETTE: boolean;
  103111. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103112. VIGNETTEBLENDMODEOPAQUE: boolean;
  103113. TONEMAPPING: boolean;
  103114. TONEMAPPING_ACES: boolean;
  103115. CONTRAST: boolean;
  103116. COLORCURVES: boolean;
  103117. COLORGRADING: boolean;
  103118. COLORGRADING3D: boolean;
  103119. SAMPLER3DGREENDEPTH: boolean;
  103120. SAMPLER3DBGRMAP: boolean;
  103121. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103122. MULTIVIEW: boolean;
  103123. /**
  103124. * If the reflection texture on this material is in linear color space
  103125. * @hidden
  103126. */
  103127. IS_REFLECTION_LINEAR: boolean;
  103128. /**
  103129. * If the refraction texture on this material is in linear color space
  103130. * @hidden
  103131. */
  103132. IS_REFRACTION_LINEAR: boolean;
  103133. EXPOSURE: boolean;
  103134. constructor();
  103135. setReflectionMode(modeToEnable: string): void;
  103136. }
  103137. /**
  103138. * This is the default material used in Babylon. It is the best trade off between quality
  103139. * and performances.
  103140. * @see http://doc.babylonjs.com/babylon101/materials
  103141. */
  103142. export class StandardMaterial extends PushMaterial {
  103143. private _diffuseTexture;
  103144. /**
  103145. * The basic texture of the material as viewed under a light.
  103146. */
  103147. diffuseTexture: Nullable<BaseTexture>;
  103148. private _ambientTexture;
  103149. /**
  103150. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103151. */
  103152. ambientTexture: Nullable<BaseTexture>;
  103153. private _opacityTexture;
  103154. /**
  103155. * Define the transparency of the material from a texture.
  103156. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103157. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103158. */
  103159. opacityTexture: Nullable<BaseTexture>;
  103160. private _reflectionTexture;
  103161. /**
  103162. * Define the texture used to display the reflection.
  103163. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103164. */
  103165. reflectionTexture: Nullable<BaseTexture>;
  103166. private _emissiveTexture;
  103167. /**
  103168. * Define texture of the material as if self lit.
  103169. * This will be mixed in the final result even in the absence of light.
  103170. */
  103171. emissiveTexture: Nullable<BaseTexture>;
  103172. private _specularTexture;
  103173. /**
  103174. * Define how the color and intensity of the highlight given by the light in the material.
  103175. */
  103176. specularTexture: Nullable<BaseTexture>;
  103177. private _bumpTexture;
  103178. /**
  103179. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103180. * 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.
  103181. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103182. */
  103183. bumpTexture: Nullable<BaseTexture>;
  103184. private _lightmapTexture;
  103185. /**
  103186. * Complex lighting can be computationally expensive to compute at runtime.
  103187. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103188. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103189. */
  103190. lightmapTexture: Nullable<BaseTexture>;
  103191. private _refractionTexture;
  103192. /**
  103193. * Define the texture used to display the refraction.
  103194. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103195. */
  103196. refractionTexture: Nullable<BaseTexture>;
  103197. /**
  103198. * The color of the material lit by the environmental background lighting.
  103199. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103200. */
  103201. ambientColor: Color3;
  103202. /**
  103203. * The basic color of the material as viewed under a light.
  103204. */
  103205. diffuseColor: Color3;
  103206. /**
  103207. * Define how the color and intensity of the highlight given by the light in the material.
  103208. */
  103209. specularColor: Color3;
  103210. /**
  103211. * Define the color of the material as if self lit.
  103212. * This will be mixed in the final result even in the absence of light.
  103213. */
  103214. emissiveColor: Color3;
  103215. /**
  103216. * Defines how sharp are the highlights in the material.
  103217. * The bigger the value the sharper giving a more glossy feeling to the result.
  103218. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103219. */
  103220. specularPower: number;
  103221. private _useAlphaFromDiffuseTexture;
  103222. /**
  103223. * Does the transparency come from the diffuse texture alpha channel.
  103224. */
  103225. useAlphaFromDiffuseTexture: boolean;
  103226. private _useEmissiveAsIllumination;
  103227. /**
  103228. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103229. */
  103230. useEmissiveAsIllumination: boolean;
  103231. private _linkEmissiveWithDiffuse;
  103232. /**
  103233. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103234. * the emissive level when the final color is close to one.
  103235. */
  103236. linkEmissiveWithDiffuse: boolean;
  103237. private _useSpecularOverAlpha;
  103238. /**
  103239. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103240. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103241. */
  103242. useSpecularOverAlpha: boolean;
  103243. private _useReflectionOverAlpha;
  103244. /**
  103245. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103246. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103247. */
  103248. useReflectionOverAlpha: boolean;
  103249. private _disableLighting;
  103250. /**
  103251. * Does lights from the scene impacts this material.
  103252. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103253. */
  103254. disableLighting: boolean;
  103255. private _useObjectSpaceNormalMap;
  103256. /**
  103257. * Allows using an object space normal map (instead of tangent space).
  103258. */
  103259. useObjectSpaceNormalMap: boolean;
  103260. private _useParallax;
  103261. /**
  103262. * Is parallax enabled or not.
  103263. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103264. */
  103265. useParallax: boolean;
  103266. private _useParallaxOcclusion;
  103267. /**
  103268. * Is parallax occlusion enabled or not.
  103269. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103270. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103271. */
  103272. useParallaxOcclusion: boolean;
  103273. /**
  103274. * 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.
  103275. */
  103276. parallaxScaleBias: number;
  103277. private _roughness;
  103278. /**
  103279. * Helps to define how blurry the reflections should appears in the material.
  103280. */
  103281. roughness: number;
  103282. /**
  103283. * In case of refraction, define the value of the index of refraction.
  103284. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103285. */
  103286. indexOfRefraction: number;
  103287. /**
  103288. * Invert the refraction texture alongside the y axis.
  103289. * It can be useful with procedural textures or probe for instance.
  103290. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103291. */
  103292. invertRefractionY: boolean;
  103293. /**
  103294. * Defines the alpha limits in alpha test mode.
  103295. */
  103296. alphaCutOff: number;
  103297. private _useLightmapAsShadowmap;
  103298. /**
  103299. * In case of light mapping, define whether the map contains light or shadow informations.
  103300. */
  103301. useLightmapAsShadowmap: boolean;
  103302. private _diffuseFresnelParameters;
  103303. /**
  103304. * Define the diffuse fresnel parameters of the material.
  103305. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103306. */
  103307. diffuseFresnelParameters: FresnelParameters;
  103308. private _opacityFresnelParameters;
  103309. /**
  103310. * Define the opacity fresnel parameters of the material.
  103311. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103312. */
  103313. opacityFresnelParameters: FresnelParameters;
  103314. private _reflectionFresnelParameters;
  103315. /**
  103316. * Define the reflection fresnel parameters of the material.
  103317. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103318. */
  103319. reflectionFresnelParameters: FresnelParameters;
  103320. private _refractionFresnelParameters;
  103321. /**
  103322. * Define the refraction fresnel parameters of the material.
  103323. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103324. */
  103325. refractionFresnelParameters: FresnelParameters;
  103326. private _emissiveFresnelParameters;
  103327. /**
  103328. * Define the emissive fresnel parameters of the material.
  103329. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103330. */
  103331. emissiveFresnelParameters: FresnelParameters;
  103332. private _useReflectionFresnelFromSpecular;
  103333. /**
  103334. * If true automatically deducts the fresnels values from the material specularity.
  103335. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103336. */
  103337. useReflectionFresnelFromSpecular: boolean;
  103338. private _useGlossinessFromSpecularMapAlpha;
  103339. /**
  103340. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103341. */
  103342. useGlossinessFromSpecularMapAlpha: boolean;
  103343. private _maxSimultaneousLights;
  103344. /**
  103345. * Defines the maximum number of lights that can be used in the material
  103346. */
  103347. maxSimultaneousLights: number;
  103348. private _invertNormalMapX;
  103349. /**
  103350. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103351. */
  103352. invertNormalMapX: boolean;
  103353. private _invertNormalMapY;
  103354. /**
  103355. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103356. */
  103357. invertNormalMapY: boolean;
  103358. private _twoSidedLighting;
  103359. /**
  103360. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103361. */
  103362. twoSidedLighting: boolean;
  103363. /**
  103364. * Default configuration related to image processing available in the standard Material.
  103365. */
  103366. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103367. /**
  103368. * Gets the image processing configuration used either in this material.
  103369. */
  103370. /**
  103371. * Sets the Default image processing configuration used either in the this material.
  103372. *
  103373. * If sets to null, the scene one is in use.
  103374. */
  103375. imageProcessingConfiguration: ImageProcessingConfiguration;
  103376. /**
  103377. * Keep track of the image processing observer to allow dispose and replace.
  103378. */
  103379. private _imageProcessingObserver;
  103380. /**
  103381. * Attaches a new image processing configuration to the Standard Material.
  103382. * @param configuration
  103383. */
  103384. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103385. /**
  103386. * Gets wether the color curves effect is enabled.
  103387. */
  103388. /**
  103389. * Sets wether the color curves effect is enabled.
  103390. */
  103391. cameraColorCurvesEnabled: boolean;
  103392. /**
  103393. * Gets wether the color grading effect is enabled.
  103394. */
  103395. /**
  103396. * Gets wether the color grading effect is enabled.
  103397. */
  103398. cameraColorGradingEnabled: boolean;
  103399. /**
  103400. * Gets wether tonemapping is enabled or not.
  103401. */
  103402. /**
  103403. * Sets wether tonemapping is enabled or not
  103404. */
  103405. cameraToneMappingEnabled: boolean;
  103406. /**
  103407. * The camera exposure used on this material.
  103408. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103409. * This corresponds to a photographic exposure.
  103410. */
  103411. /**
  103412. * The camera exposure used on this material.
  103413. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103414. * This corresponds to a photographic exposure.
  103415. */
  103416. cameraExposure: number;
  103417. /**
  103418. * Gets The camera contrast used on this material.
  103419. */
  103420. /**
  103421. * Sets The camera contrast used on this material.
  103422. */
  103423. cameraContrast: number;
  103424. /**
  103425. * Gets the Color Grading 2D Lookup Texture.
  103426. */
  103427. /**
  103428. * Sets the Color Grading 2D Lookup Texture.
  103429. */
  103430. cameraColorGradingTexture: Nullable<BaseTexture>;
  103431. /**
  103432. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103433. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103434. * 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;
  103435. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103436. */
  103437. /**
  103438. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103439. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103440. * 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;
  103441. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103442. */
  103443. cameraColorCurves: Nullable<ColorCurves>;
  103444. /**
  103445. * Custom callback helping to override the default shader used in the material.
  103446. */
  103447. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103448. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103449. protected _worldViewProjectionMatrix: Matrix;
  103450. protected _globalAmbientColor: Color3;
  103451. protected _useLogarithmicDepth: boolean;
  103452. /**
  103453. * Instantiates a new standard material.
  103454. * This is the default material used in Babylon. It is the best trade off between quality
  103455. * and performances.
  103456. * @see http://doc.babylonjs.com/babylon101/materials
  103457. * @param name Define the name of the material in the scene
  103458. * @param scene Define the scene the material belong to
  103459. */
  103460. constructor(name: string, scene: Scene);
  103461. /**
  103462. * Gets a boolean indicating that current material needs to register RTT
  103463. */
  103464. readonly hasRenderTargetTextures: boolean;
  103465. /**
  103466. * Gets the current class name of the material e.g. "StandardMaterial"
  103467. * Mainly use in serialization.
  103468. * @returns the class name
  103469. */
  103470. getClassName(): string;
  103471. /**
  103472. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103473. * You can try switching to logarithmic depth.
  103474. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103475. */
  103476. useLogarithmicDepth: boolean;
  103477. /**
  103478. * Specifies if the material will require alpha blending
  103479. * @returns a boolean specifying if alpha blending is needed
  103480. */
  103481. needAlphaBlending(): boolean;
  103482. /**
  103483. * Specifies if this material should be rendered in alpha test mode
  103484. * @returns a boolean specifying if an alpha test is needed.
  103485. */
  103486. needAlphaTesting(): boolean;
  103487. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103488. /**
  103489. * Get the texture used for alpha test purpose.
  103490. * @returns the diffuse texture in case of the standard material.
  103491. */
  103492. getAlphaTestTexture(): Nullable<BaseTexture>;
  103493. /**
  103494. * Get if the submesh is ready to be used and all its information available.
  103495. * Child classes can use it to update shaders
  103496. * @param mesh defines the mesh to check
  103497. * @param subMesh defines which submesh to check
  103498. * @param useInstances specifies that instances should be used
  103499. * @returns a boolean indicating that the submesh is ready or not
  103500. */
  103501. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103502. /**
  103503. * Builds the material UBO layouts.
  103504. * Used internally during the effect preparation.
  103505. */
  103506. buildUniformLayout(): void;
  103507. /**
  103508. * Unbinds the material from the mesh
  103509. */
  103510. unbind(): void;
  103511. /**
  103512. * Binds the submesh to this material by preparing the effect and shader to draw
  103513. * @param world defines the world transformation matrix
  103514. * @param mesh defines the mesh containing the submesh
  103515. * @param subMesh defines the submesh to bind the material to
  103516. */
  103517. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103518. /**
  103519. * Get the list of animatables in the material.
  103520. * @returns the list of animatables object used in the material
  103521. */
  103522. getAnimatables(): IAnimatable[];
  103523. /**
  103524. * Gets the active textures from the material
  103525. * @returns an array of textures
  103526. */
  103527. getActiveTextures(): BaseTexture[];
  103528. /**
  103529. * Specifies if the material uses a texture
  103530. * @param texture defines the texture to check against the material
  103531. * @returns a boolean specifying if the material uses the texture
  103532. */
  103533. hasTexture(texture: BaseTexture): boolean;
  103534. /**
  103535. * Disposes the material
  103536. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103537. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103538. */
  103539. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103540. /**
  103541. * Makes a duplicate of the material, and gives it a new name
  103542. * @param name defines the new name for the duplicated material
  103543. * @returns the cloned material
  103544. */
  103545. clone(name: string): StandardMaterial;
  103546. /**
  103547. * Serializes this material in a JSON representation
  103548. * @returns the serialized material object
  103549. */
  103550. serialize(): any;
  103551. /**
  103552. * Creates a standard material from parsed material data
  103553. * @param source defines the JSON representation of the material
  103554. * @param scene defines the hosting scene
  103555. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103556. * @returns a new standard material
  103557. */
  103558. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103559. /**
  103560. * Are diffuse textures enabled in the application.
  103561. */
  103562. static DiffuseTextureEnabled: boolean;
  103563. /**
  103564. * Are ambient textures enabled in the application.
  103565. */
  103566. static AmbientTextureEnabled: boolean;
  103567. /**
  103568. * Are opacity textures enabled in the application.
  103569. */
  103570. static OpacityTextureEnabled: boolean;
  103571. /**
  103572. * Are reflection textures enabled in the application.
  103573. */
  103574. static ReflectionTextureEnabled: boolean;
  103575. /**
  103576. * Are emissive textures enabled in the application.
  103577. */
  103578. static EmissiveTextureEnabled: boolean;
  103579. /**
  103580. * Are specular textures enabled in the application.
  103581. */
  103582. static SpecularTextureEnabled: boolean;
  103583. /**
  103584. * Are bump textures enabled in the application.
  103585. */
  103586. static BumpTextureEnabled: boolean;
  103587. /**
  103588. * Are lightmap textures enabled in the application.
  103589. */
  103590. static LightmapTextureEnabled: boolean;
  103591. /**
  103592. * Are refraction textures enabled in the application.
  103593. */
  103594. static RefractionTextureEnabled: boolean;
  103595. /**
  103596. * Are color grading textures enabled in the application.
  103597. */
  103598. static ColorGradingTextureEnabled: boolean;
  103599. /**
  103600. * Are fresnels enabled in the application.
  103601. */
  103602. static FresnelEnabled: boolean;
  103603. }
  103604. }
  103605. declare module BABYLON {
  103606. /**
  103607. * A class extending Texture allowing drawing on a texture
  103608. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103609. */
  103610. export class DynamicTexture extends Texture {
  103611. private _generateMipMaps;
  103612. private _canvas;
  103613. private _context;
  103614. private _engine;
  103615. /**
  103616. * Creates a DynamicTexture
  103617. * @param name defines the name of the texture
  103618. * @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
  103619. * @param scene defines the scene where you want the texture
  103620. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103621. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103622. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103623. */
  103624. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103625. /**
  103626. * Get the current class name of the texture useful for serialization or dynamic coding.
  103627. * @returns "DynamicTexture"
  103628. */
  103629. getClassName(): string;
  103630. /**
  103631. * Gets the current state of canRescale
  103632. */
  103633. readonly canRescale: boolean;
  103634. private _recreate;
  103635. /**
  103636. * Scales the texture
  103637. * @param ratio the scale factor to apply to both width and height
  103638. */
  103639. scale(ratio: number): void;
  103640. /**
  103641. * Resizes the texture
  103642. * @param width the new width
  103643. * @param height the new height
  103644. */
  103645. scaleTo(width: number, height: number): void;
  103646. /**
  103647. * Gets the context of the canvas used by the texture
  103648. * @returns the canvas context of the dynamic texture
  103649. */
  103650. getContext(): CanvasRenderingContext2D;
  103651. /**
  103652. * Clears the texture
  103653. */
  103654. clear(): void;
  103655. /**
  103656. * Updates the texture
  103657. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103658. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103659. */
  103660. update(invertY?: boolean, premulAlpha?: boolean): void;
  103661. /**
  103662. * Draws text onto the texture
  103663. * @param text defines the text to be drawn
  103664. * @param x defines the placement of the text from the left
  103665. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103666. * @param font defines the font to be used with font-style, font-size, font-name
  103667. * @param color defines the color used for the text
  103668. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103669. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103670. * @param update defines whether texture is immediately update (default is true)
  103671. */
  103672. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103673. /**
  103674. * Clones the texture
  103675. * @returns the clone of the texture.
  103676. */
  103677. clone(): DynamicTexture;
  103678. /**
  103679. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103680. * @returns a serialized dynamic texture object
  103681. */
  103682. serialize(): any;
  103683. /** @hidden */
  103684. _rebuild(): void;
  103685. }
  103686. }
  103687. declare module BABYLON {
  103688. /** @hidden */
  103689. export var imageProcessingPixelShader: {
  103690. name: string;
  103691. shader: string;
  103692. };
  103693. }
  103694. declare module BABYLON {
  103695. /**
  103696. * ImageProcessingPostProcess
  103697. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103698. */
  103699. export class ImageProcessingPostProcess extends PostProcess {
  103700. /**
  103701. * Default configuration related to image processing available in the PBR Material.
  103702. */
  103703. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103704. /**
  103705. * Gets the image processing configuration used either in this material.
  103706. */
  103707. /**
  103708. * Sets the Default image processing configuration used either in the this material.
  103709. *
  103710. * If sets to null, the scene one is in use.
  103711. */
  103712. imageProcessingConfiguration: ImageProcessingConfiguration;
  103713. /**
  103714. * Keep track of the image processing observer to allow dispose and replace.
  103715. */
  103716. private _imageProcessingObserver;
  103717. /**
  103718. * Attaches a new image processing configuration to the PBR Material.
  103719. * @param configuration
  103720. */
  103721. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  103722. /**
  103723. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103724. */
  103725. /**
  103726. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103727. */
  103728. colorCurves: Nullable<ColorCurves>;
  103729. /**
  103730. * Gets wether the color curves effect is enabled.
  103731. */
  103732. /**
  103733. * Sets wether the color curves effect is enabled.
  103734. */
  103735. colorCurvesEnabled: boolean;
  103736. /**
  103737. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103738. */
  103739. /**
  103740. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103741. */
  103742. colorGradingTexture: Nullable<BaseTexture>;
  103743. /**
  103744. * Gets wether the color grading effect is enabled.
  103745. */
  103746. /**
  103747. * Gets wether the color grading effect is enabled.
  103748. */
  103749. colorGradingEnabled: boolean;
  103750. /**
  103751. * Gets exposure used in the effect.
  103752. */
  103753. /**
  103754. * Sets exposure used in the effect.
  103755. */
  103756. exposure: number;
  103757. /**
  103758. * Gets wether tonemapping is enabled or not.
  103759. */
  103760. /**
  103761. * Sets wether tonemapping is enabled or not
  103762. */
  103763. toneMappingEnabled: boolean;
  103764. /**
  103765. * Gets the type of tone mapping effect.
  103766. */
  103767. /**
  103768. * Sets the type of tone mapping effect.
  103769. */
  103770. toneMappingType: number;
  103771. /**
  103772. * Gets contrast used in the effect.
  103773. */
  103774. /**
  103775. * Sets contrast used in the effect.
  103776. */
  103777. contrast: number;
  103778. /**
  103779. * Gets Vignette stretch size.
  103780. */
  103781. /**
  103782. * Sets Vignette stretch size.
  103783. */
  103784. vignetteStretch: number;
  103785. /**
  103786. * Gets Vignette centre X Offset.
  103787. */
  103788. /**
  103789. * Sets Vignette centre X Offset.
  103790. */
  103791. vignetteCentreX: number;
  103792. /**
  103793. * Gets Vignette centre Y Offset.
  103794. */
  103795. /**
  103796. * Sets Vignette centre Y Offset.
  103797. */
  103798. vignetteCentreY: number;
  103799. /**
  103800. * Gets Vignette weight or intensity of the vignette effect.
  103801. */
  103802. /**
  103803. * Sets Vignette weight or intensity of the vignette effect.
  103804. */
  103805. vignetteWeight: number;
  103806. /**
  103807. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103808. * if vignetteEnabled is set to true.
  103809. */
  103810. /**
  103811. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103812. * if vignetteEnabled is set to true.
  103813. */
  103814. vignetteColor: Color4;
  103815. /**
  103816. * Gets Camera field of view used by the Vignette effect.
  103817. */
  103818. /**
  103819. * Sets Camera field of view used by the Vignette effect.
  103820. */
  103821. vignetteCameraFov: number;
  103822. /**
  103823. * Gets the vignette blend mode allowing different kind of effect.
  103824. */
  103825. /**
  103826. * Sets the vignette blend mode allowing different kind of effect.
  103827. */
  103828. vignetteBlendMode: number;
  103829. /**
  103830. * Gets wether the vignette effect is enabled.
  103831. */
  103832. /**
  103833. * Sets wether the vignette effect is enabled.
  103834. */
  103835. vignetteEnabled: boolean;
  103836. private _fromLinearSpace;
  103837. /**
  103838. * Gets wether the input of the processing is in Gamma or Linear Space.
  103839. */
  103840. /**
  103841. * Sets wether the input of the processing is in Gamma or Linear Space.
  103842. */
  103843. fromLinearSpace: boolean;
  103844. /**
  103845. * Defines cache preventing GC.
  103846. */
  103847. private _defines;
  103848. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  103849. /**
  103850. * "ImageProcessingPostProcess"
  103851. * @returns "ImageProcessingPostProcess"
  103852. */
  103853. getClassName(): string;
  103854. protected _updateParameters(): void;
  103855. dispose(camera?: Camera): void;
  103856. }
  103857. }
  103858. declare module BABYLON {
  103859. /**
  103860. * Class containing static functions to help procedurally build meshes
  103861. */
  103862. export class GroundBuilder {
  103863. /**
  103864. * Creates a ground mesh
  103865. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  103866. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  103867. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  103868. * @param name defines the name of the mesh
  103869. * @param options defines the options used to create the mesh
  103870. * @param scene defines the hosting scene
  103871. * @returns the ground mesh
  103872. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  103873. */
  103874. static CreateGround(name: string, options: {
  103875. width?: number;
  103876. height?: number;
  103877. subdivisions?: number;
  103878. subdivisionsX?: number;
  103879. subdivisionsY?: number;
  103880. updatable?: boolean;
  103881. }, scene: any): Mesh;
  103882. /**
  103883. * Creates a tiled ground mesh
  103884. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  103885. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  103886. * * 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
  103887. * * 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
  103888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103889. * @param name defines the name of the mesh
  103890. * @param options defines the options used to create the mesh
  103891. * @param scene defines the hosting scene
  103892. * @returns the tiled ground mesh
  103893. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  103894. */
  103895. static CreateTiledGround(name: string, options: {
  103896. xmin: number;
  103897. zmin: number;
  103898. xmax: number;
  103899. zmax: number;
  103900. subdivisions?: {
  103901. w: number;
  103902. h: number;
  103903. };
  103904. precision?: {
  103905. w: number;
  103906. h: number;
  103907. };
  103908. updatable?: boolean;
  103909. }, scene?: Nullable<Scene>): Mesh;
  103910. /**
  103911. * Creates a ground mesh from a height map
  103912. * * The parameter `url` sets the URL of the height map image resource.
  103913. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  103914. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  103915. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  103916. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  103917. * * 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.
  103918. * * 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).
  103919. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  103920. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103921. * @param name defines the name of the mesh
  103922. * @param url defines the url to the height map
  103923. * @param options defines the options used to create the mesh
  103924. * @param scene defines the hosting scene
  103925. * @returns the ground mesh
  103926. * @see https://doc.babylonjs.com/babylon101/height_map
  103927. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  103928. */
  103929. static CreateGroundFromHeightMap(name: string, url: string, options: {
  103930. width?: number;
  103931. height?: number;
  103932. subdivisions?: number;
  103933. minHeight?: number;
  103934. maxHeight?: number;
  103935. colorFilter?: Color3;
  103936. alphaFilter?: number;
  103937. updatable?: boolean;
  103938. onReady?: (mesh: GroundMesh) => void;
  103939. }, scene?: Nullable<Scene>): GroundMesh;
  103940. }
  103941. }
  103942. declare module BABYLON {
  103943. /**
  103944. * Class containing static functions to help procedurally build meshes
  103945. */
  103946. export class TorusBuilder {
  103947. /**
  103948. * Creates a torus mesh
  103949. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  103950. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  103951. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  103952. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103953. * * 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
  103954. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103955. * @param name defines the name of the mesh
  103956. * @param options defines the options used to create the mesh
  103957. * @param scene defines the hosting scene
  103958. * @returns the torus mesh
  103959. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  103960. */
  103961. static CreateTorus(name: string, options: {
  103962. diameter?: number;
  103963. thickness?: number;
  103964. tessellation?: number;
  103965. updatable?: boolean;
  103966. sideOrientation?: number;
  103967. frontUVs?: Vector4;
  103968. backUVs?: Vector4;
  103969. }, scene: any): Mesh;
  103970. }
  103971. }
  103972. declare module BABYLON {
  103973. /**
  103974. * Class containing static functions to help procedurally build meshes
  103975. */
  103976. export class CylinderBuilder {
  103977. /**
  103978. * Creates a cylinder or a cone mesh
  103979. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  103980. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  103981. * * 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.
  103982. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  103983. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  103984. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  103985. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  103986. * * 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).
  103987. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  103988. * * 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).
  103989. * * 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
  103990. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  103991. * * 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
  103992. * * 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.
  103993. * * If `enclose` is false, a ring surface is one element.
  103994. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  103995. * * 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
  103996. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103997. * * 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
  103998. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103999. * @param name defines the name of the mesh
  104000. * @param options defines the options used to create the mesh
  104001. * @param scene defines the hosting scene
  104002. * @returns the cylinder mesh
  104003. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104004. */
  104005. static CreateCylinder(name: string, options: {
  104006. height?: number;
  104007. diameterTop?: number;
  104008. diameterBottom?: number;
  104009. diameter?: number;
  104010. tessellation?: number;
  104011. subdivisions?: number;
  104012. arc?: number;
  104013. faceColors?: Color4[];
  104014. faceUV?: Vector4[];
  104015. updatable?: boolean;
  104016. hasRings?: boolean;
  104017. enclose?: boolean;
  104018. cap?: number;
  104019. sideOrientation?: number;
  104020. frontUVs?: Vector4;
  104021. backUVs?: Vector4;
  104022. }, scene: any): Mesh;
  104023. }
  104024. }
  104025. declare module BABYLON {
  104026. /**
  104027. * Options to modify the vr teleportation behavior.
  104028. */
  104029. export interface VRTeleportationOptions {
  104030. /**
  104031. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104032. */
  104033. floorMeshName?: string;
  104034. /**
  104035. * A list of meshes to be used as the teleportation floor. (default: empty)
  104036. */
  104037. floorMeshes?: Mesh[];
  104038. }
  104039. /**
  104040. * Options to modify the vr experience helper's behavior.
  104041. */
  104042. export interface VRExperienceHelperOptions extends WebVROptions {
  104043. /**
  104044. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104045. */
  104046. createDeviceOrientationCamera?: boolean;
  104047. /**
  104048. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104049. */
  104050. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104051. /**
  104052. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104053. */
  104054. laserToggle?: boolean;
  104055. /**
  104056. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104057. */
  104058. floorMeshes?: Mesh[];
  104059. /**
  104060. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104061. */
  104062. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104063. }
  104064. /**
  104065. * Event containing information after VR has been entered
  104066. */
  104067. export class OnAfterEnteringVRObservableEvent {
  104068. /**
  104069. * If entering vr was successful
  104070. */
  104071. success: boolean;
  104072. }
  104073. /**
  104074. * Helps to quickly add VR support to an existing scene.
  104075. * See http://doc.babylonjs.com/how_to/webvr_helper
  104076. */
  104077. export class VRExperienceHelper {
  104078. /** Options to modify the vr experience helper's behavior. */
  104079. webVROptions: VRExperienceHelperOptions;
  104080. private _scene;
  104081. private _position;
  104082. private _btnVR;
  104083. private _btnVRDisplayed;
  104084. private _webVRsupported;
  104085. private _webVRready;
  104086. private _webVRrequesting;
  104087. private _webVRpresenting;
  104088. private _hasEnteredVR;
  104089. private _fullscreenVRpresenting;
  104090. private _canvas;
  104091. private _webVRCamera;
  104092. private _vrDeviceOrientationCamera;
  104093. private _deviceOrientationCamera;
  104094. private _existingCamera;
  104095. private _onKeyDown;
  104096. private _onVrDisplayPresentChange;
  104097. private _onVRDisplayChanged;
  104098. private _onVRRequestPresentStart;
  104099. private _onVRRequestPresentComplete;
  104100. /**
  104101. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  104102. */
  104103. exitVROnDoubleTap: boolean;
  104104. /**
  104105. * Observable raised right before entering VR.
  104106. */
  104107. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104108. /**
  104109. * Observable raised when entering VR has completed.
  104110. */
  104111. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104112. /**
  104113. * Observable raised when exiting VR.
  104114. */
  104115. onExitingVRObservable: Observable<VRExperienceHelper>;
  104116. /**
  104117. * Observable raised when controller mesh is loaded.
  104118. */
  104119. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104120. /** Return this.onEnteringVRObservable
  104121. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104122. */
  104123. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104124. /** Return this.onExitingVRObservable
  104125. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104126. */
  104127. readonly onExitingVR: Observable<VRExperienceHelper>;
  104128. /** Return this.onControllerMeshLoadedObservable
  104129. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104130. */
  104131. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104132. private _rayLength;
  104133. private _useCustomVRButton;
  104134. private _teleportationRequested;
  104135. private _teleportActive;
  104136. private _floorMeshName;
  104137. private _floorMeshesCollection;
  104138. private _rotationAllowed;
  104139. private _teleportBackwardsVector;
  104140. private _teleportationTarget;
  104141. private _isDefaultTeleportationTarget;
  104142. private _postProcessMove;
  104143. private _teleportationFillColor;
  104144. private _teleportationBorderColor;
  104145. private _rotationAngle;
  104146. private _haloCenter;
  104147. private _cameraGazer;
  104148. private _padSensibilityUp;
  104149. private _padSensibilityDown;
  104150. private _leftController;
  104151. private _rightController;
  104152. /**
  104153. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104154. */
  104155. onNewMeshSelected: Observable<AbstractMesh>;
  104156. /**
  104157. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104158. */
  104159. onNewMeshPicked: Observable<PickingInfo>;
  104160. private _circleEase;
  104161. /**
  104162. * Observable raised before camera teleportation
  104163. */
  104164. onBeforeCameraTeleport: Observable<Vector3>;
  104165. /**
  104166. * Observable raised after camera teleportation
  104167. */
  104168. onAfterCameraTeleport: Observable<Vector3>;
  104169. /**
  104170. * Observable raised when current selected mesh gets unselected
  104171. */
  104172. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104173. private _raySelectionPredicate;
  104174. /**
  104175. * To be optionaly changed by user to define custom ray selection
  104176. */
  104177. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104178. /**
  104179. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104180. */
  104181. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104182. /**
  104183. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104184. */
  104185. teleportationEnabled: boolean;
  104186. private _defaultHeight;
  104187. private _teleportationInitialized;
  104188. private _interactionsEnabled;
  104189. private _interactionsRequested;
  104190. private _displayGaze;
  104191. private _displayLaserPointer;
  104192. /**
  104193. * The mesh used to display where the user is going to teleport.
  104194. */
  104195. /**
  104196. * Sets the mesh to be used to display where the user is going to teleport.
  104197. */
  104198. teleportationTarget: Mesh;
  104199. /**
  104200. * 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
  104201. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104202. * See http://doc.babylonjs.com/resources/baking_transformations
  104203. */
  104204. gazeTrackerMesh: Mesh;
  104205. /**
  104206. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104207. */
  104208. updateGazeTrackerScale: boolean;
  104209. /**
  104210. * If the gaze trackers color should be updated when selecting meshes
  104211. */
  104212. updateGazeTrackerColor: boolean;
  104213. /**
  104214. * The gaze tracking mesh corresponding to the left controller
  104215. */
  104216. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104217. /**
  104218. * The gaze tracking mesh corresponding to the right controller
  104219. */
  104220. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104221. /**
  104222. * If the ray of the gaze should be displayed.
  104223. */
  104224. /**
  104225. * Sets if the ray of the gaze should be displayed.
  104226. */
  104227. displayGaze: boolean;
  104228. /**
  104229. * If the ray of the LaserPointer should be displayed.
  104230. */
  104231. /**
  104232. * Sets if the ray of the LaserPointer should be displayed.
  104233. */
  104234. displayLaserPointer: boolean;
  104235. /**
  104236. * The deviceOrientationCamera used as the camera when not in VR.
  104237. */
  104238. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104239. /**
  104240. * Based on the current WebVR support, returns the current VR camera used.
  104241. */
  104242. readonly currentVRCamera: Nullable<Camera>;
  104243. /**
  104244. * The webVRCamera which is used when in VR.
  104245. */
  104246. readonly webVRCamera: WebVRFreeCamera;
  104247. /**
  104248. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104249. */
  104250. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104251. /**
  104252. * The html button that is used to trigger entering into VR.
  104253. */
  104254. readonly vrButton: Nullable<HTMLButtonElement>;
  104255. private readonly _teleportationRequestInitiated;
  104256. /**
  104257. * Defines wether or not Pointer lock should be requested when switching to
  104258. * full screen.
  104259. */
  104260. requestPointerLockOnFullScreen: boolean;
  104261. /**
  104262. * Instantiates a VRExperienceHelper.
  104263. * Helps to quickly add VR support to an existing scene.
  104264. * @param scene The scene the VRExperienceHelper belongs to.
  104265. * @param webVROptions Options to modify the vr experience helper's behavior.
  104266. */
  104267. constructor(scene: Scene,
  104268. /** Options to modify the vr experience helper's behavior. */
  104269. webVROptions?: VRExperienceHelperOptions);
  104270. private _onDefaultMeshLoaded;
  104271. private _onResize;
  104272. private _onFullscreenChange;
  104273. /**
  104274. * Gets a value indicating if we are currently in VR mode.
  104275. */
  104276. readonly isInVRMode: boolean;
  104277. private onVrDisplayPresentChange;
  104278. private onVRDisplayChanged;
  104279. private moveButtonToBottomRight;
  104280. private displayVRButton;
  104281. private updateButtonVisibility;
  104282. private _cachedAngularSensibility;
  104283. /**
  104284. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104285. * Otherwise, will use the fullscreen API.
  104286. */
  104287. enterVR(): void;
  104288. /**
  104289. * Attempt to exit VR, or fullscreen.
  104290. */
  104291. exitVR(): void;
  104292. /**
  104293. * The position of the vr experience helper.
  104294. */
  104295. /**
  104296. * Sets the position of the vr experience helper.
  104297. */
  104298. position: Vector3;
  104299. /**
  104300. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104301. */
  104302. enableInteractions(): void;
  104303. private readonly _noControllerIsActive;
  104304. private beforeRender;
  104305. private _isTeleportationFloor;
  104306. /**
  104307. * Adds a floor mesh to be used for teleportation.
  104308. * @param floorMesh the mesh to be used for teleportation.
  104309. */
  104310. addFloorMesh(floorMesh: Mesh): void;
  104311. /**
  104312. * Removes a floor mesh from being used for teleportation.
  104313. * @param floorMesh the mesh to be removed.
  104314. */
  104315. removeFloorMesh(floorMesh: Mesh): void;
  104316. /**
  104317. * Enables interactions and teleportation using the VR controllers and gaze.
  104318. * @param vrTeleportationOptions options to modify teleportation behavior.
  104319. */
  104320. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104321. private _onNewGamepadConnected;
  104322. private _tryEnableInteractionOnController;
  104323. private _onNewGamepadDisconnected;
  104324. private _enableInteractionOnController;
  104325. private _checkTeleportWithRay;
  104326. private _checkRotate;
  104327. private _checkTeleportBackwards;
  104328. private _enableTeleportationOnController;
  104329. private _createTeleportationCircles;
  104330. private _displayTeleportationTarget;
  104331. private _hideTeleportationTarget;
  104332. private _rotateCamera;
  104333. private _moveTeleportationSelectorTo;
  104334. private _workingVector;
  104335. private _workingQuaternion;
  104336. private _workingMatrix;
  104337. /**
  104338. * Teleports the users feet to the desired location
  104339. * @param location The location where the user's feet should be placed
  104340. */
  104341. teleportCamera(location: Vector3): void;
  104342. private _convertNormalToDirectionOfRay;
  104343. private _castRayAndSelectObject;
  104344. private _notifySelectedMeshUnselected;
  104345. /**
  104346. * Sets the color of the laser ray from the vr controllers.
  104347. * @param color new color for the ray.
  104348. */
  104349. changeLaserColor(color: Color3): void;
  104350. /**
  104351. * Sets the color of the ray from the vr headsets gaze.
  104352. * @param color new color for the ray.
  104353. */
  104354. changeGazeColor(color: Color3): void;
  104355. /**
  104356. * Exits VR and disposes of the vr experience helper
  104357. */
  104358. dispose(): void;
  104359. /**
  104360. * Gets the name of the VRExperienceHelper class
  104361. * @returns "VRExperienceHelper"
  104362. */
  104363. getClassName(): string;
  104364. }
  104365. }
  104366. declare module BABYLON {
  104367. /**
  104368. * Manages an XRSession to work with Babylon's engine
  104369. * @see https://doc.babylonjs.com/how_to/webxr
  104370. */
  104371. export class WebXRSessionManager implements IDisposable {
  104372. private scene;
  104373. /**
  104374. * Fires every time a new xrFrame arrives which can be used to update the camera
  104375. */
  104376. onXRFrameObservable: Observable<any>;
  104377. /**
  104378. * Fires when the xr session is ended either by the device or manually done
  104379. */
  104380. onXRSessionEnded: Observable<any>;
  104381. /**
  104382. * Underlying xr session
  104383. */
  104384. session: XRSession;
  104385. /**
  104386. * Type of reference space used when creating the session
  104387. */
  104388. referenceSpace: XRReferenceSpace;
  104389. /** @hidden */
  104390. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104391. /**
  104392. * Current XR frame
  104393. */
  104394. currentFrame: Nullable<XRFrame>;
  104395. private _xrNavigator;
  104396. private baseLayer;
  104397. /**
  104398. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104399. * @param scene The scene which the session should be created for
  104400. */
  104401. constructor(scene: Scene);
  104402. /**
  104403. * Initializes the manager
  104404. * After initialization enterXR can be called to start an XR session
  104405. * @returns Promise which resolves after it is initialized
  104406. */
  104407. initializeAsync(): Promise<void>;
  104408. /**
  104409. * Initializes an xr session
  104410. * @param xrSessionMode mode to initialize
  104411. * @returns a promise which will resolve once the session has been initialized
  104412. */
  104413. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104414. /**
  104415. * Sets the reference space on the xr session
  104416. * @param referenceSpace space to set
  104417. * @returns a promise that will resolve once the reference space has been set
  104418. */
  104419. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104420. /**
  104421. * Updates the render state of the session
  104422. * @param state state to set
  104423. * @returns a promise that resolves once the render state has been updated
  104424. */
  104425. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104426. /**
  104427. * Starts rendering to the xr layer
  104428. * @returns a promise that will resolve once rendering has started
  104429. */
  104430. startRenderingToXRAsync(): Promise<void>;
  104431. /**
  104432. * Stops the xrSession and restores the renderloop
  104433. * @returns Promise which resolves after it exits XR
  104434. */
  104435. exitXRAsync(): Promise<unknown>;
  104436. /**
  104437. * Checks if a session would be supported for the creation options specified
  104438. * @param sessionMode session mode to check if supported eg. immersive-vr
  104439. * @returns true if supported
  104440. */
  104441. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104442. /**
  104443. * @hidden
  104444. * Converts the render layer of xrSession to a render target
  104445. * @param session session to create render target for
  104446. * @param scene scene the new render target should be created for
  104447. */
  104448. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104449. /**
  104450. * Disposes of the session manager
  104451. */
  104452. dispose(): void;
  104453. }
  104454. }
  104455. declare module BABYLON {
  104456. /**
  104457. * WebXR Camera which holds the views for the xrSession
  104458. * @see https://doc.babylonjs.com/how_to/webxr
  104459. */
  104460. export class WebXRCamera extends FreeCamera {
  104461. private static _TmpMatrix;
  104462. /**
  104463. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104464. * @param name the name of the camera
  104465. * @param scene the scene to add the camera to
  104466. */
  104467. constructor(name: string, scene: Scene);
  104468. private _updateNumberOfRigCameras;
  104469. /** @hidden */
  104470. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104471. /**
  104472. * Updates the cameras position from the current pose information of the XR session
  104473. * @param xrSessionManager the session containing pose information
  104474. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104475. */
  104476. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104477. }
  104478. }
  104479. declare module BABYLON {
  104480. /**
  104481. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104482. */
  104483. export class WebXRManagedOutputCanvas implements IDisposable {
  104484. private helper;
  104485. private _canvas;
  104486. /**
  104487. * xrpresent context of the canvas which can be used to display/mirror xr content
  104488. */
  104489. canvasContext: WebGLRenderingContext;
  104490. /**
  104491. * xr layer for the canvas
  104492. */
  104493. xrLayer: Nullable<XRWebGLLayer>;
  104494. /**
  104495. * Initializes the xr layer for the session
  104496. * @param xrSession xr session
  104497. * @returns a promise that will resolve once the XR Layer has been created
  104498. */
  104499. initializeXRLayerAsync(xrSession: any): any;
  104500. /**
  104501. * Initializes the canvas to be added/removed upon entering/exiting xr
  104502. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104503. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104504. */
  104505. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104506. /**
  104507. * Disposes of the object
  104508. */
  104509. dispose(): void;
  104510. private _setManagedOutputCanvas;
  104511. private _addCanvas;
  104512. private _removeCanvas;
  104513. }
  104514. }
  104515. declare module BABYLON {
  104516. /**
  104517. * States of the webXR experience
  104518. */
  104519. export enum WebXRState {
  104520. /**
  104521. * Transitioning to being in XR mode
  104522. */
  104523. ENTERING_XR = 0,
  104524. /**
  104525. * Transitioning to non XR mode
  104526. */
  104527. EXITING_XR = 1,
  104528. /**
  104529. * In XR mode and presenting
  104530. */
  104531. IN_XR = 2,
  104532. /**
  104533. * Not entered XR mode
  104534. */
  104535. NOT_IN_XR = 3
  104536. }
  104537. /**
  104538. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104539. * @see https://doc.babylonjs.com/how_to/webxr
  104540. */
  104541. export class WebXRExperienceHelper implements IDisposable {
  104542. private scene;
  104543. /**
  104544. * 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
  104545. */
  104546. container: AbstractMesh;
  104547. /**
  104548. * Camera used to render xr content
  104549. */
  104550. camera: WebXRCamera;
  104551. /**
  104552. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104553. */
  104554. state: WebXRState;
  104555. private _setState;
  104556. private static _TmpVector;
  104557. /**
  104558. * Fires when the state of the experience helper has changed
  104559. */
  104560. onStateChangedObservable: Observable<WebXRState>;
  104561. /** Session manager used to keep track of xr session */
  104562. sessionManager: WebXRSessionManager;
  104563. private _nonVRCamera;
  104564. private _originalSceneAutoClear;
  104565. private _supported;
  104566. /**
  104567. * Creates the experience helper
  104568. * @param scene the scene to attach the experience helper to
  104569. * @returns a promise for the experience helper
  104570. */
  104571. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104572. /**
  104573. * Creates a WebXRExperienceHelper
  104574. * @param scene The scene the helper should be created in
  104575. */
  104576. private constructor();
  104577. /**
  104578. * Exits XR mode and returns the scene to its original state
  104579. * @returns promise that resolves after xr mode has exited
  104580. */
  104581. exitXRAsync(): Promise<unknown>;
  104582. /**
  104583. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104584. * @param sessionCreationOptions options for the XR session
  104585. * @param referenceSpaceType frame of reference of the XR session
  104586. * @param outputCanvas the output canvas that will be used to enter XR mode
  104587. * @returns promise that resolves after xr mode has entered
  104588. */
  104589. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104590. /**
  104591. * Updates the global position of the camera by moving the camera's container
  104592. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104593. * @param position The desired global position of the camera
  104594. */
  104595. setPositionOfCameraUsingContainer(position: Vector3): void;
  104596. /**
  104597. * Rotates the xr camera by rotating the camera's container around the camera's position
  104598. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104599. * @param rotation the desired quaternion rotation to apply to the camera
  104600. */
  104601. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104602. /**
  104603. * Disposes of the experience helper
  104604. */
  104605. dispose(): void;
  104606. }
  104607. }
  104608. declare module BABYLON {
  104609. /**
  104610. * Button which can be used to enter a different mode of XR
  104611. */
  104612. export class WebXREnterExitUIButton {
  104613. /** button element */
  104614. element: HTMLElement;
  104615. /** XR initialization options for the button */
  104616. sessionMode: XRSessionMode;
  104617. /** Reference space type */
  104618. referenceSpaceType: XRReferenceSpaceType;
  104619. /**
  104620. * Creates a WebXREnterExitUIButton
  104621. * @param element button element
  104622. * @param sessionMode XR initialization session mode
  104623. * @param referenceSpaceType the type of reference space to be used
  104624. */
  104625. constructor(
  104626. /** button element */
  104627. element: HTMLElement,
  104628. /** XR initialization options for the button */
  104629. sessionMode: XRSessionMode,
  104630. /** Reference space type */
  104631. referenceSpaceType: XRReferenceSpaceType);
  104632. /**
  104633. * Overwritable function which can be used to update the button's visuals when the state changes
  104634. * @param activeButton the current active button in the UI
  104635. */
  104636. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104637. }
  104638. /**
  104639. * Options to create the webXR UI
  104640. */
  104641. export class WebXREnterExitUIOptions {
  104642. /**
  104643. * Context to enter xr with
  104644. */
  104645. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104646. /**
  104647. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104648. */
  104649. customButtons?: Array<WebXREnterExitUIButton>;
  104650. }
  104651. /**
  104652. * UI to allow the user to enter/exit XR mode
  104653. */
  104654. export class WebXREnterExitUI implements IDisposable {
  104655. private scene;
  104656. private _overlay;
  104657. private _buttons;
  104658. private _activeButton;
  104659. /**
  104660. * Fired every time the active button is changed.
  104661. *
  104662. * When xr is entered via a button that launches xr that button will be the callback parameter
  104663. *
  104664. * When exiting xr the callback parameter will be null)
  104665. */
  104666. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104667. /**
  104668. * Creates UI to allow the user to enter/exit XR mode
  104669. * @param scene the scene to add the ui to
  104670. * @param helper the xr experience helper to enter/exit xr with
  104671. * @param options options to configure the UI
  104672. * @returns the created ui
  104673. */
  104674. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104675. private constructor();
  104676. private _updateButtons;
  104677. /**
  104678. * Disposes of the object
  104679. */
  104680. dispose(): void;
  104681. }
  104682. }
  104683. declare module BABYLON {
  104684. /**
  104685. * Represents an XR input
  104686. */
  104687. export class WebXRController {
  104688. private scene;
  104689. /** The underlying input source for the controller */
  104690. inputSource: XRInputSource;
  104691. private parentContainer;
  104692. /**
  104693. * 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
  104694. */
  104695. grip?: AbstractMesh;
  104696. /**
  104697. * Pointer which can be used to select objects or attach a visible laser to
  104698. */
  104699. pointer: AbstractMesh;
  104700. /**
  104701. * Event that fires when the controller is removed/disposed
  104702. */
  104703. onDisposeObservable: Observable<{}>;
  104704. private _tmpMatrix;
  104705. private _tmpQuaternion;
  104706. private _tmpVector;
  104707. /**
  104708. * Creates the controller
  104709. * @see https://doc.babylonjs.com/how_to/webxr
  104710. * @param scene the scene which the controller should be associated to
  104711. * @param inputSource the underlying input source for the controller
  104712. * @param parentContainer parent that the controller meshes should be children of
  104713. */
  104714. constructor(scene: Scene,
  104715. /** The underlying input source for the controller */
  104716. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  104717. /**
  104718. * Updates the controller pose based on the given XRFrame
  104719. * @param xrFrame xr frame to update the pose with
  104720. * @param referenceSpace reference space to use
  104721. */
  104722. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  104723. /**
  104724. * Gets a world space ray coming from the controller
  104725. * @param result the resulting ray
  104726. */
  104727. getWorldPointerRayToRef(result: Ray): void;
  104728. /**
  104729. * Disposes of the object
  104730. */
  104731. dispose(): void;
  104732. }
  104733. }
  104734. declare module BABYLON {
  104735. /**
  104736. * XR input used to track XR inputs such as controllers/rays
  104737. */
  104738. export class WebXRInput implements IDisposable {
  104739. /**
  104740. * Base experience the input listens to
  104741. */
  104742. baseExperience: WebXRExperienceHelper;
  104743. /**
  104744. * XR controllers being tracked
  104745. */
  104746. controllers: Array<WebXRController>;
  104747. private _frameObserver;
  104748. private _stateObserver;
  104749. /**
  104750. * Event when a controller has been connected/added
  104751. */
  104752. onControllerAddedObservable: Observable<WebXRController>;
  104753. /**
  104754. * Event when a controller has been removed/disconnected
  104755. */
  104756. onControllerRemovedObservable: Observable<WebXRController>;
  104757. /**
  104758. * Initializes the WebXRInput
  104759. * @param baseExperience experience helper which the input should be created for
  104760. */
  104761. constructor(
  104762. /**
  104763. * Base experience the input listens to
  104764. */
  104765. baseExperience: WebXRExperienceHelper);
  104766. private _onInputSourcesChange;
  104767. private _addAndRemoveControllers;
  104768. /**
  104769. * Disposes of the object
  104770. */
  104771. dispose(): void;
  104772. }
  104773. }
  104774. declare module BABYLON {
  104775. /**
  104776. * Enables teleportation
  104777. */
  104778. export class WebXRControllerTeleportation {
  104779. private _teleportationFillColor;
  104780. private _teleportationBorderColor;
  104781. private _tmpRay;
  104782. private _tmpVector;
  104783. /**
  104784. * Creates a WebXRControllerTeleportation
  104785. * @param input input manager to add teleportation to
  104786. * @param floorMeshes floormeshes which can be teleported to
  104787. */
  104788. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  104789. }
  104790. }
  104791. declare module BABYLON {
  104792. /**
  104793. * Handles pointer input automatically for the pointer of XR controllers
  104794. */
  104795. export class WebXRControllerPointerSelection {
  104796. private static _idCounter;
  104797. private _tmpRay;
  104798. /**
  104799. * Creates a WebXRControllerPointerSelection
  104800. * @param input input manager to setup pointer selection
  104801. */
  104802. constructor(input: WebXRInput);
  104803. private _convertNormalToDirectionOfRay;
  104804. private _updatePointerDistance;
  104805. }
  104806. }
  104807. declare module BABYLON {
  104808. /**
  104809. * Class used to represent data loading progression
  104810. */
  104811. export class SceneLoaderProgressEvent {
  104812. /** defines if data length to load can be evaluated */
  104813. readonly lengthComputable: boolean;
  104814. /** defines the loaded data length */
  104815. readonly loaded: number;
  104816. /** defines the data length to load */
  104817. readonly total: number;
  104818. /**
  104819. * Create a new progress event
  104820. * @param lengthComputable defines if data length to load can be evaluated
  104821. * @param loaded defines the loaded data length
  104822. * @param total defines the data length to load
  104823. */
  104824. constructor(
  104825. /** defines if data length to load can be evaluated */
  104826. lengthComputable: boolean,
  104827. /** defines the loaded data length */
  104828. loaded: number,
  104829. /** defines the data length to load */
  104830. total: number);
  104831. /**
  104832. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  104833. * @param event defines the source event
  104834. * @returns a new SceneLoaderProgressEvent
  104835. */
  104836. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  104837. }
  104838. /**
  104839. * Interface used by SceneLoader plugins to define supported file extensions
  104840. */
  104841. export interface ISceneLoaderPluginExtensions {
  104842. /**
  104843. * Defines the list of supported extensions
  104844. */
  104845. [extension: string]: {
  104846. isBinary: boolean;
  104847. };
  104848. }
  104849. /**
  104850. * Interface used by SceneLoader plugin factory
  104851. */
  104852. export interface ISceneLoaderPluginFactory {
  104853. /**
  104854. * Defines the name of the factory
  104855. */
  104856. name: string;
  104857. /**
  104858. * Function called to create a new plugin
  104859. * @return the new plugin
  104860. */
  104861. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  104862. /**
  104863. * Boolean indicating if the plugin can direct load specific data
  104864. */
  104865. canDirectLoad?: (data: string) => boolean;
  104866. }
  104867. /**
  104868. * Interface used to define a SceneLoader plugin
  104869. */
  104870. export interface ISceneLoaderPlugin {
  104871. /**
  104872. * The friendly name of this plugin.
  104873. */
  104874. name: string;
  104875. /**
  104876. * The file extensions supported by this plugin.
  104877. */
  104878. extensions: string | ISceneLoaderPluginExtensions;
  104879. /**
  104880. * Import meshes into a scene.
  104881. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104882. * @param scene The scene to import into
  104883. * @param data The data to import
  104884. * @param rootUrl The root url for scene and resources
  104885. * @param meshes The meshes array to import into
  104886. * @param particleSystems The particle systems array to import into
  104887. * @param skeletons The skeletons array to import into
  104888. * @param onError The callback when import fails
  104889. * @returns True if successful or false otherwise
  104890. */
  104891. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  104892. /**
  104893. * Load into a scene.
  104894. * @param scene The scene to load into
  104895. * @param data The data to import
  104896. * @param rootUrl The root url for scene and resources
  104897. * @param onError The callback when import fails
  104898. * @returns true if successful or false otherwise
  104899. */
  104900. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  104901. /**
  104902. * The callback that returns true if the data can be directly loaded.
  104903. */
  104904. canDirectLoad?: (data: string) => boolean;
  104905. /**
  104906. * The callback that allows custom handling of the root url based on the response url.
  104907. */
  104908. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104909. /**
  104910. * Load into an asset container.
  104911. * @param scene The scene to load into
  104912. * @param data The data to import
  104913. * @param rootUrl The root url for scene and resources
  104914. * @param onError The callback when import fails
  104915. * @returns The loaded asset container
  104916. */
  104917. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  104918. }
  104919. /**
  104920. * Interface used to define an async SceneLoader plugin
  104921. */
  104922. export interface ISceneLoaderPluginAsync {
  104923. /**
  104924. * The friendly name of this plugin.
  104925. */
  104926. name: string;
  104927. /**
  104928. * The file extensions supported by this plugin.
  104929. */
  104930. extensions: string | ISceneLoaderPluginExtensions;
  104931. /**
  104932. * Import meshes into a scene.
  104933. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104934. * @param scene The scene to import into
  104935. * @param data The data to import
  104936. * @param rootUrl The root url for scene and resources
  104937. * @param onProgress The callback when the load progresses
  104938. * @param fileName Defines the name of the file to load
  104939. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  104940. */
  104941. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  104942. meshes: AbstractMesh[];
  104943. particleSystems: IParticleSystem[];
  104944. skeletons: Skeleton[];
  104945. animationGroups: AnimationGroup[];
  104946. }>;
  104947. /**
  104948. * Load into a scene.
  104949. * @param scene The scene to load into
  104950. * @param data The data to import
  104951. * @param rootUrl The root url for scene and resources
  104952. * @param onProgress The callback when the load progresses
  104953. * @param fileName Defines the name of the file to load
  104954. * @returns Nothing
  104955. */
  104956. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  104957. /**
  104958. * The callback that returns true if the data can be directly loaded.
  104959. */
  104960. canDirectLoad?: (data: string) => boolean;
  104961. /**
  104962. * The callback that allows custom handling of the root url based on the response url.
  104963. */
  104964. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104965. /**
  104966. * Load into an asset container.
  104967. * @param scene The scene to load into
  104968. * @param data The data to import
  104969. * @param rootUrl The root url for scene and resources
  104970. * @param onProgress The callback when the load progresses
  104971. * @param fileName Defines the name of the file to load
  104972. * @returns The loaded asset container
  104973. */
  104974. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  104975. }
  104976. /**
  104977. * Class used to load scene from various file formats using registered plugins
  104978. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  104979. */
  104980. export class SceneLoader {
  104981. /**
  104982. * No logging while loading
  104983. */
  104984. static readonly NO_LOGGING: number;
  104985. /**
  104986. * Minimal logging while loading
  104987. */
  104988. static readonly MINIMAL_LOGGING: number;
  104989. /**
  104990. * Summary logging while loading
  104991. */
  104992. static readonly SUMMARY_LOGGING: number;
  104993. /**
  104994. * Detailled logging while loading
  104995. */
  104996. static readonly DETAILED_LOGGING: number;
  104997. /**
  104998. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  104999. */
  105000. static ForceFullSceneLoadingForIncremental: boolean;
  105001. /**
  105002. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105003. */
  105004. static ShowLoadingScreen: boolean;
  105005. /**
  105006. * Defines the current logging level (while loading the scene)
  105007. * @ignorenaming
  105008. */
  105009. static loggingLevel: number;
  105010. /**
  105011. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105012. */
  105013. static CleanBoneMatrixWeights: boolean;
  105014. /**
  105015. * Event raised when a plugin is used to load a scene
  105016. */
  105017. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105018. private static _registeredPlugins;
  105019. private static _getDefaultPlugin;
  105020. private static _getPluginForExtension;
  105021. private static _getPluginForDirectLoad;
  105022. private static _getPluginForFilename;
  105023. private static _getDirectLoad;
  105024. private static _loadData;
  105025. private static _getFileInfo;
  105026. /**
  105027. * Gets a plugin that can load the given extension
  105028. * @param extension defines the extension to load
  105029. * @returns a plugin or null if none works
  105030. */
  105031. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105032. /**
  105033. * Gets a boolean indicating that the given extension can be loaded
  105034. * @param extension defines the extension to load
  105035. * @returns true if the extension is supported
  105036. */
  105037. static IsPluginForExtensionAvailable(extension: string): boolean;
  105038. /**
  105039. * Adds a new plugin to the list of registered plugins
  105040. * @param plugin defines the plugin to add
  105041. */
  105042. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105043. /**
  105044. * Import meshes into a scene
  105045. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105046. * @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)
  105047. * @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)
  105048. * @param scene the instance of BABYLON.Scene to append to
  105049. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105050. * @param onProgress a callback with a progress event for each file being loaded
  105051. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105052. * @param pluginExtension the extension used to determine the plugin
  105053. * @returns The loaded plugin
  105054. */
  105055. 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>;
  105056. /**
  105057. * Import meshes into a scene
  105058. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105059. * @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)
  105060. * @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)
  105061. * @param scene the instance of BABYLON.Scene to append to
  105062. * @param onProgress a callback with a progress event for each file being loaded
  105063. * @param pluginExtension the extension used to determine the plugin
  105064. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105065. */
  105066. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105067. meshes: AbstractMesh[];
  105068. particleSystems: IParticleSystem[];
  105069. skeletons: Skeleton[];
  105070. animationGroups: AnimationGroup[];
  105071. }>;
  105072. /**
  105073. * Load a scene
  105074. * @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)
  105075. * @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)
  105076. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105077. * @param onSuccess a callback with the scene when import succeeds
  105078. * @param onProgress a callback with a progress event for each file being loaded
  105079. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105080. * @param pluginExtension the extension used to determine the plugin
  105081. * @returns The loaded plugin
  105082. */
  105083. 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>;
  105084. /**
  105085. * Load a scene
  105086. * @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)
  105087. * @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)
  105088. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105089. * @param onProgress a callback with a progress event for each file being loaded
  105090. * @param pluginExtension the extension used to determine the plugin
  105091. * @returns The loaded scene
  105092. */
  105093. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105094. /**
  105095. * Append a scene
  105096. * @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)
  105097. * @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)
  105098. * @param scene is the instance of BABYLON.Scene to append to
  105099. * @param onSuccess a callback with the scene when import succeeds
  105100. * @param onProgress a callback with a progress event for each file being loaded
  105101. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105102. * @param pluginExtension the extension used to determine the plugin
  105103. * @returns The loaded plugin
  105104. */
  105105. 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>;
  105106. /**
  105107. * Append a scene
  105108. * @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)
  105109. * @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)
  105110. * @param scene is the instance of BABYLON.Scene to append to
  105111. * @param onProgress a callback with a progress event for each file being loaded
  105112. * @param pluginExtension the extension used to determine the plugin
  105113. * @returns The given scene
  105114. */
  105115. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105116. /**
  105117. * Load a scene into an asset container
  105118. * @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)
  105119. * @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)
  105120. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105121. * @param onSuccess a callback with the scene when import succeeds
  105122. * @param onProgress a callback with a progress event for each file being loaded
  105123. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105124. * @param pluginExtension the extension used to determine the plugin
  105125. * @returns The loaded plugin
  105126. */
  105127. 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>;
  105128. /**
  105129. * Load a scene into an asset container
  105130. * @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)
  105131. * @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)
  105132. * @param scene is the instance of Scene to append to
  105133. * @param onProgress a callback with a progress event for each file being loaded
  105134. * @param pluginExtension the extension used to determine the plugin
  105135. * @returns The loaded asset container
  105136. */
  105137. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105138. }
  105139. }
  105140. declare module BABYLON {
  105141. /**
  105142. * Generic Controller
  105143. */
  105144. export class GenericController extends WebVRController {
  105145. /**
  105146. * Base Url for the controller model.
  105147. */
  105148. static readonly MODEL_BASE_URL: string;
  105149. /**
  105150. * File name for the controller model.
  105151. */
  105152. static readonly MODEL_FILENAME: string;
  105153. /**
  105154. * Creates a new GenericController from a gamepad
  105155. * @param vrGamepad the gamepad that the controller should be created from
  105156. */
  105157. constructor(vrGamepad: any);
  105158. /**
  105159. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105160. * @param scene scene in which to add meshes
  105161. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105162. */
  105163. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105164. /**
  105165. * Called once for each button that changed state since the last frame
  105166. * @param buttonIdx Which button index changed
  105167. * @param state New state of the button
  105168. * @param changes Which properties on the state changed since last frame
  105169. */
  105170. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105171. }
  105172. }
  105173. declare module BABYLON {
  105174. /**
  105175. * Defines the WindowsMotionController object that the state of the windows motion controller
  105176. */
  105177. export class WindowsMotionController extends WebVRController {
  105178. /**
  105179. * The base url used to load the left and right controller models
  105180. */
  105181. static MODEL_BASE_URL: string;
  105182. /**
  105183. * The name of the left controller model file
  105184. */
  105185. static MODEL_LEFT_FILENAME: string;
  105186. /**
  105187. * The name of the right controller model file
  105188. */
  105189. static MODEL_RIGHT_FILENAME: string;
  105190. /**
  105191. * The controller name prefix for this controller type
  105192. */
  105193. static readonly GAMEPAD_ID_PREFIX: string;
  105194. /**
  105195. * The controller id pattern for this controller type
  105196. */
  105197. private static readonly GAMEPAD_ID_PATTERN;
  105198. private _loadedMeshInfo;
  105199. private readonly _mapping;
  105200. /**
  105201. * Fired when the trackpad on this controller is clicked
  105202. */
  105203. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105204. /**
  105205. * Fired when the trackpad on this controller is modified
  105206. */
  105207. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105208. /**
  105209. * The current x and y values of this controller's trackpad
  105210. */
  105211. trackpad: StickValues;
  105212. /**
  105213. * Creates a new WindowsMotionController from a gamepad
  105214. * @param vrGamepad the gamepad that the controller should be created from
  105215. */
  105216. constructor(vrGamepad: any);
  105217. /**
  105218. * Fired when the trigger on this controller is modified
  105219. */
  105220. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105221. /**
  105222. * Fired when the menu button on this controller is modified
  105223. */
  105224. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105225. /**
  105226. * Fired when the grip button on this controller is modified
  105227. */
  105228. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105229. /**
  105230. * Fired when the thumbstick button on this controller is modified
  105231. */
  105232. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105233. /**
  105234. * Fired when the touchpad button on this controller is modified
  105235. */
  105236. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105237. /**
  105238. * Fired when the touchpad values on this controller are modified
  105239. */
  105240. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105241. private _updateTrackpad;
  105242. /**
  105243. * Called once per frame by the engine.
  105244. */
  105245. update(): void;
  105246. /**
  105247. * Called once for each button that changed state since the last frame
  105248. * @param buttonIdx Which button index changed
  105249. * @param state New state of the button
  105250. * @param changes Which properties on the state changed since last frame
  105251. */
  105252. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105253. /**
  105254. * Moves the buttons on the controller mesh based on their current state
  105255. * @param buttonName the name of the button to move
  105256. * @param buttonValue the value of the button which determines the buttons new position
  105257. */
  105258. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105259. /**
  105260. * Moves the axis on the controller mesh based on its current state
  105261. * @param axis the index of the axis
  105262. * @param axisValue the value of the axis which determines the meshes new position
  105263. * @hidden
  105264. */
  105265. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105266. /**
  105267. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105268. * @param scene scene in which to add meshes
  105269. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105270. */
  105271. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105272. /**
  105273. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105274. * can be transformed by button presses and axes values, based on this._mapping.
  105275. *
  105276. * @param scene scene in which the meshes exist
  105277. * @param meshes list of meshes that make up the controller model to process
  105278. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105279. */
  105280. private processModel;
  105281. private createMeshInfo;
  105282. /**
  105283. * Gets the ray of the controller in the direction the controller is pointing
  105284. * @param length the length the resulting ray should be
  105285. * @returns a ray in the direction the controller is pointing
  105286. */
  105287. getForwardRay(length?: number): Ray;
  105288. /**
  105289. * Disposes of the controller
  105290. */
  105291. dispose(): void;
  105292. }
  105293. }
  105294. declare module BABYLON {
  105295. /**
  105296. * Oculus Touch Controller
  105297. */
  105298. export class OculusTouchController extends WebVRController {
  105299. /**
  105300. * Base Url for the controller model.
  105301. */
  105302. static MODEL_BASE_URL: string;
  105303. /**
  105304. * File name for the left controller model.
  105305. */
  105306. static MODEL_LEFT_FILENAME: string;
  105307. /**
  105308. * File name for the right controller model.
  105309. */
  105310. static MODEL_RIGHT_FILENAME: string;
  105311. /**
  105312. * Base Url for the Quest controller model.
  105313. */
  105314. static QUEST_MODEL_BASE_URL: string;
  105315. /**
  105316. * @hidden
  105317. * If the controllers are running on a device that needs the updated Quest controller models
  105318. */
  105319. static _IsQuest: boolean;
  105320. /**
  105321. * Fired when the secondary trigger on this controller is modified
  105322. */
  105323. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105324. /**
  105325. * Fired when the thumb rest on this controller is modified
  105326. */
  105327. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105328. /**
  105329. * Creates a new OculusTouchController from a gamepad
  105330. * @param vrGamepad the gamepad that the controller should be created from
  105331. */
  105332. constructor(vrGamepad: any);
  105333. /**
  105334. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105335. * @param scene scene in which to add meshes
  105336. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105337. */
  105338. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105339. /**
  105340. * Fired when the A button on this controller is modified
  105341. */
  105342. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105343. /**
  105344. * Fired when the B button on this controller is modified
  105345. */
  105346. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105347. /**
  105348. * Fired when the X button on this controller is modified
  105349. */
  105350. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105351. /**
  105352. * Fired when the Y button on this controller is modified
  105353. */
  105354. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105355. /**
  105356. * Called once for each button that changed state since the last frame
  105357. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105358. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105359. * 2) secondary trigger (same)
  105360. * 3) A (right) X (left), touch, pressed = value
  105361. * 4) B / Y
  105362. * 5) thumb rest
  105363. * @param buttonIdx Which button index changed
  105364. * @param state New state of the button
  105365. * @param changes Which properties on the state changed since last frame
  105366. */
  105367. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105368. }
  105369. }
  105370. declare module BABYLON {
  105371. /**
  105372. * Vive Controller
  105373. */
  105374. export class ViveController extends WebVRController {
  105375. /**
  105376. * Base Url for the controller model.
  105377. */
  105378. static MODEL_BASE_URL: string;
  105379. /**
  105380. * File name for the controller model.
  105381. */
  105382. static MODEL_FILENAME: string;
  105383. /**
  105384. * Creates a new ViveController from a gamepad
  105385. * @param vrGamepad the gamepad that the controller should be created from
  105386. */
  105387. constructor(vrGamepad: any);
  105388. /**
  105389. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105390. * @param scene scene in which to add meshes
  105391. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105392. */
  105393. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105394. /**
  105395. * Fired when the left button on this controller is modified
  105396. */
  105397. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105398. /**
  105399. * Fired when the right button on this controller is modified
  105400. */
  105401. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105402. /**
  105403. * Fired when the menu button on this controller is modified
  105404. */
  105405. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105406. /**
  105407. * Called once for each button that changed state since the last frame
  105408. * Vive mapping:
  105409. * 0: touchpad
  105410. * 1: trigger
  105411. * 2: left AND right buttons
  105412. * 3: menu button
  105413. * @param buttonIdx Which button index changed
  105414. * @param state New state of the button
  105415. * @param changes Which properties on the state changed since last frame
  105416. */
  105417. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105418. }
  105419. }
  105420. declare module BABYLON {
  105421. /**
  105422. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105423. */
  105424. export class WebXRControllerModelLoader {
  105425. /**
  105426. * Creates the WebXRControllerModelLoader
  105427. * @param input xr input that creates the controllers
  105428. */
  105429. constructor(input: WebXRInput);
  105430. }
  105431. }
  105432. declare module BABYLON {
  105433. /**
  105434. * Contains an array of blocks representing the octree
  105435. */
  105436. export interface IOctreeContainer<T> {
  105437. /**
  105438. * Blocks within the octree
  105439. */
  105440. blocks: Array<OctreeBlock<T>>;
  105441. }
  105442. /**
  105443. * Class used to store a cell in an octree
  105444. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105445. */
  105446. export class OctreeBlock<T> {
  105447. /**
  105448. * Gets the content of the current block
  105449. */
  105450. entries: T[];
  105451. /**
  105452. * Gets the list of block children
  105453. */
  105454. blocks: Array<OctreeBlock<T>>;
  105455. private _depth;
  105456. private _maxDepth;
  105457. private _capacity;
  105458. private _minPoint;
  105459. private _maxPoint;
  105460. private _boundingVectors;
  105461. private _creationFunc;
  105462. /**
  105463. * Creates a new block
  105464. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105465. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105466. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105467. * @param depth defines the current depth of this block in the octree
  105468. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105469. * @param creationFunc defines a callback to call when an element is added to the block
  105470. */
  105471. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105472. /**
  105473. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105474. */
  105475. readonly capacity: number;
  105476. /**
  105477. * Gets the minimum vector (in world space) of the block's bounding box
  105478. */
  105479. readonly minPoint: Vector3;
  105480. /**
  105481. * Gets the maximum vector (in world space) of the block's bounding box
  105482. */
  105483. readonly maxPoint: Vector3;
  105484. /**
  105485. * Add a new element to this block
  105486. * @param entry defines the element to add
  105487. */
  105488. addEntry(entry: T): void;
  105489. /**
  105490. * Remove an element from this block
  105491. * @param entry defines the element to remove
  105492. */
  105493. removeEntry(entry: T): void;
  105494. /**
  105495. * Add an array of elements to this block
  105496. * @param entries defines the array of elements to add
  105497. */
  105498. addEntries(entries: T[]): void;
  105499. /**
  105500. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105501. * @param frustumPlanes defines the frustum planes to test
  105502. * @param selection defines the array to store current content if selection is positive
  105503. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105504. */
  105505. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105506. /**
  105507. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105508. * @param sphereCenter defines the bounding sphere center
  105509. * @param sphereRadius defines the bounding sphere radius
  105510. * @param selection defines the array to store current content if selection is positive
  105511. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105512. */
  105513. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105514. /**
  105515. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105516. * @param ray defines the ray to test with
  105517. * @param selection defines the array to store current content if selection is positive
  105518. */
  105519. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105520. /**
  105521. * Subdivide the content into child blocks (this block will then be empty)
  105522. */
  105523. createInnerBlocks(): void;
  105524. /**
  105525. * @hidden
  105526. */
  105527. 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;
  105528. }
  105529. }
  105530. declare module BABYLON {
  105531. /**
  105532. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105533. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105534. */
  105535. export class Octree<T> {
  105536. /** 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.) */
  105537. maxDepth: number;
  105538. /**
  105539. * Blocks within the octree containing objects
  105540. */
  105541. blocks: Array<OctreeBlock<T>>;
  105542. /**
  105543. * Content stored in the octree
  105544. */
  105545. dynamicContent: T[];
  105546. private _maxBlockCapacity;
  105547. private _selectionContent;
  105548. private _creationFunc;
  105549. /**
  105550. * Creates a octree
  105551. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105552. * @param creationFunc function to be used to instatiate the octree
  105553. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105554. * @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.)
  105555. */
  105556. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105557. /** 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.) */
  105558. maxDepth?: number);
  105559. /**
  105560. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105561. * @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);
  105562. * @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);
  105563. * @param entries meshes to be added to the octree blocks
  105564. */
  105565. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105566. /**
  105567. * Adds a mesh to the octree
  105568. * @param entry Mesh to add to the octree
  105569. */
  105570. addMesh(entry: T): void;
  105571. /**
  105572. * Remove an element from the octree
  105573. * @param entry defines the element to remove
  105574. */
  105575. removeMesh(entry: T): void;
  105576. /**
  105577. * Selects an array of meshes within the frustum
  105578. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105579. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105580. * @returns array of meshes within the frustum
  105581. */
  105582. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105583. /**
  105584. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105585. * @param sphereCenter defines the bounding sphere center
  105586. * @param sphereRadius defines the bounding sphere radius
  105587. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105588. * @returns an array of objects that intersect the sphere
  105589. */
  105590. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105591. /**
  105592. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105593. * @param ray defines the ray to test with
  105594. * @returns array of intersected objects
  105595. */
  105596. intersectsRay(ray: Ray): SmartArray<T>;
  105597. /**
  105598. * Adds a mesh into the octree block if it intersects the block
  105599. */
  105600. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105601. /**
  105602. * Adds a submesh into the octree block if it intersects the block
  105603. */
  105604. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105605. }
  105606. }
  105607. declare module BABYLON {
  105608. interface Scene {
  105609. /**
  105610. * @hidden
  105611. * Backing Filed
  105612. */
  105613. _selectionOctree: Octree<AbstractMesh>;
  105614. /**
  105615. * Gets the octree used to boost mesh selection (picking)
  105616. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105617. */
  105618. selectionOctree: Octree<AbstractMesh>;
  105619. /**
  105620. * Creates or updates the octree used to boost selection (picking)
  105621. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105622. * @param maxCapacity defines the maximum capacity per leaf
  105623. * @param maxDepth defines the maximum depth of the octree
  105624. * @returns an octree of AbstractMesh
  105625. */
  105626. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105627. }
  105628. interface AbstractMesh {
  105629. /**
  105630. * @hidden
  105631. * Backing Field
  105632. */
  105633. _submeshesOctree: Octree<SubMesh>;
  105634. /**
  105635. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105636. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105637. * @param maxCapacity defines the maximum size of each block (64 by default)
  105638. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105639. * @returns the new octree
  105640. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105641. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105642. */
  105643. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105644. }
  105645. /**
  105646. * Defines the octree scene component responsible to manage any octrees
  105647. * in a given scene.
  105648. */
  105649. export class OctreeSceneComponent {
  105650. /**
  105651. * The component name help to identify the component in the list of scene components.
  105652. */
  105653. readonly name: string;
  105654. /**
  105655. * The scene the component belongs to.
  105656. */
  105657. scene: Scene;
  105658. /**
  105659. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105660. */
  105661. readonly checksIsEnabled: boolean;
  105662. /**
  105663. * Creates a new instance of the component for the given scene
  105664. * @param scene Defines the scene to register the component in
  105665. */
  105666. constructor(scene: Scene);
  105667. /**
  105668. * Registers the component in a given scene
  105669. */
  105670. register(): void;
  105671. /**
  105672. * Return the list of active meshes
  105673. * @returns the list of active meshes
  105674. */
  105675. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105676. /**
  105677. * Return the list of active sub meshes
  105678. * @param mesh The mesh to get the candidates sub meshes from
  105679. * @returns the list of active sub meshes
  105680. */
  105681. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105682. private _tempRay;
  105683. /**
  105684. * Return the list of sub meshes intersecting with a given local ray
  105685. * @param mesh defines the mesh to find the submesh for
  105686. * @param localRay defines the ray in local space
  105687. * @returns the list of intersecting sub meshes
  105688. */
  105689. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105690. /**
  105691. * Return the list of sub meshes colliding with a collider
  105692. * @param mesh defines the mesh to find the submesh for
  105693. * @param collider defines the collider to evaluate the collision against
  105694. * @returns the list of colliding sub meshes
  105695. */
  105696. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105697. /**
  105698. * Rebuilds the elements related to this component in case of
  105699. * context lost for instance.
  105700. */
  105701. rebuild(): void;
  105702. /**
  105703. * Disposes the component and the associated ressources.
  105704. */
  105705. dispose(): void;
  105706. }
  105707. }
  105708. declare module BABYLON {
  105709. /**
  105710. * Renders a layer on top of an existing scene
  105711. */
  105712. export class UtilityLayerRenderer implements IDisposable {
  105713. /** the original scene that will be rendered on top of */
  105714. originalScene: Scene;
  105715. private _pointerCaptures;
  105716. private _lastPointerEvents;
  105717. private static _DefaultUtilityLayer;
  105718. private static _DefaultKeepDepthUtilityLayer;
  105719. private _sharedGizmoLight;
  105720. private _renderCamera;
  105721. /**
  105722. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  105723. * @returns the camera that is used when rendering the utility layer
  105724. */
  105725. getRenderCamera(): Nullable<Camera>;
  105726. /**
  105727. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  105728. * @param cam the camera that should be used when rendering the utility layer
  105729. */
  105730. setRenderCamera(cam: Nullable<Camera>): void;
  105731. /**
  105732. * @hidden
  105733. * Light which used by gizmos to get light shading
  105734. */
  105735. _getSharedGizmoLight(): HemisphericLight;
  105736. /**
  105737. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  105738. */
  105739. pickUtilitySceneFirst: boolean;
  105740. /**
  105741. * 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)
  105742. */
  105743. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  105744. /**
  105745. * 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)
  105746. */
  105747. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  105748. /**
  105749. * The scene that is rendered on top of the original scene
  105750. */
  105751. utilityLayerScene: Scene;
  105752. /**
  105753. * If the utility layer should automatically be rendered on top of existing scene
  105754. */
  105755. shouldRender: boolean;
  105756. /**
  105757. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  105758. */
  105759. onlyCheckPointerDownEvents: boolean;
  105760. /**
  105761. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  105762. */
  105763. processAllEvents: boolean;
  105764. /**
  105765. * Observable raised when the pointer move from the utility layer scene to the main scene
  105766. */
  105767. onPointerOutObservable: Observable<number>;
  105768. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  105769. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105770. private _afterRenderObserver;
  105771. private _sceneDisposeObserver;
  105772. private _originalPointerObserver;
  105773. /**
  105774. * Instantiates a UtilityLayerRenderer
  105775. * @param originalScene the original scene that will be rendered on top of
  105776. * @param handleEvents boolean indicating if the utility layer should handle events
  105777. */
  105778. constructor(
  105779. /** the original scene that will be rendered on top of */
  105780. originalScene: Scene, handleEvents?: boolean);
  105781. private _notifyObservers;
  105782. /**
  105783. * Renders the utility layers scene on top of the original scene
  105784. */
  105785. render(): void;
  105786. /**
  105787. * Disposes of the renderer
  105788. */
  105789. dispose(): void;
  105790. private _updateCamera;
  105791. }
  105792. }
  105793. declare module BABYLON {
  105794. /**
  105795. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  105796. */
  105797. export class Gizmo implements IDisposable {
  105798. /** The utility layer the gizmo will be added to */
  105799. gizmoLayer: UtilityLayerRenderer;
  105800. /**
  105801. * The root mesh of the gizmo
  105802. */
  105803. _rootMesh: Mesh;
  105804. private _attachedMesh;
  105805. /**
  105806. * Ratio for the scale of the gizmo (Default: 1)
  105807. */
  105808. scaleRatio: number;
  105809. /**
  105810. * If a custom mesh has been set (Default: false)
  105811. */
  105812. protected _customMeshSet: boolean;
  105813. /**
  105814. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  105815. * * When set, interactions will be enabled
  105816. */
  105817. attachedMesh: Nullable<AbstractMesh>;
  105818. /**
  105819. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  105820. * @param mesh The mesh to replace the default mesh of the gizmo
  105821. */
  105822. setCustomMesh(mesh: Mesh): void;
  105823. /**
  105824. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  105825. */
  105826. updateGizmoRotationToMatchAttachedMesh: boolean;
  105827. /**
  105828. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  105829. */
  105830. updateGizmoPositionToMatchAttachedMesh: boolean;
  105831. /**
  105832. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  105833. */
  105834. updateScale: boolean;
  105835. protected _interactionsEnabled: boolean;
  105836. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105837. private _beforeRenderObserver;
  105838. private _tempVector;
  105839. /**
  105840. * Creates a gizmo
  105841. * @param gizmoLayer The utility layer the gizmo will be added to
  105842. */
  105843. constructor(
  105844. /** The utility layer the gizmo will be added to */
  105845. gizmoLayer?: UtilityLayerRenderer);
  105846. /**
  105847. * Updates the gizmo to match the attached mesh's position/rotation
  105848. */
  105849. protected _update(): void;
  105850. /**
  105851. * Disposes of the gizmo
  105852. */
  105853. dispose(): void;
  105854. }
  105855. }
  105856. declare module BABYLON {
  105857. /**
  105858. * Single plane drag gizmo
  105859. */
  105860. export class PlaneDragGizmo extends Gizmo {
  105861. /**
  105862. * Drag behavior responsible for the gizmos dragging interactions
  105863. */
  105864. dragBehavior: PointerDragBehavior;
  105865. private _pointerObserver;
  105866. /**
  105867. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105868. */
  105869. snapDistance: number;
  105870. /**
  105871. * Event that fires each time the gizmo snaps to a new location.
  105872. * * snapDistance is the the change in distance
  105873. */
  105874. onSnapObservable: Observable<{
  105875. snapDistance: number;
  105876. }>;
  105877. private _plane;
  105878. private _coloredMaterial;
  105879. private _hoverMaterial;
  105880. private _isEnabled;
  105881. private _parent;
  105882. /** @hidden */
  105883. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  105884. /** @hidden */
  105885. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105886. /**
  105887. * Creates a PlaneDragGizmo
  105888. * @param gizmoLayer The utility layer the gizmo will be added to
  105889. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  105890. * @param color The color of the gizmo
  105891. */
  105892. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105893. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105894. /**
  105895. * If the gizmo is enabled
  105896. */
  105897. isEnabled: boolean;
  105898. /**
  105899. * Disposes of the gizmo
  105900. */
  105901. dispose(): void;
  105902. }
  105903. }
  105904. declare module BABYLON {
  105905. /**
  105906. * Gizmo that enables dragging a mesh along 3 axis
  105907. */
  105908. export class PositionGizmo extends Gizmo {
  105909. /**
  105910. * Internal gizmo used for interactions on the x axis
  105911. */
  105912. xGizmo: AxisDragGizmo;
  105913. /**
  105914. * Internal gizmo used for interactions on the y axis
  105915. */
  105916. yGizmo: AxisDragGizmo;
  105917. /**
  105918. * Internal gizmo used for interactions on the z axis
  105919. */
  105920. zGizmo: AxisDragGizmo;
  105921. /**
  105922. * Internal gizmo used for interactions on the yz plane
  105923. */
  105924. xPlaneGizmo: PlaneDragGizmo;
  105925. /**
  105926. * Internal gizmo used for interactions on the xz plane
  105927. */
  105928. yPlaneGizmo: PlaneDragGizmo;
  105929. /**
  105930. * Internal gizmo used for interactions on the xy plane
  105931. */
  105932. zPlaneGizmo: PlaneDragGizmo;
  105933. /**
  105934. * private variables
  105935. */
  105936. private _meshAttached;
  105937. private _updateGizmoRotationToMatchAttachedMesh;
  105938. private _snapDistance;
  105939. private _scaleRatio;
  105940. /** Fires an event when any of it's sub gizmos are dragged */
  105941. onDragStartObservable: Observable<unknown>;
  105942. /** Fires an event when any of it's sub gizmos are released from dragging */
  105943. onDragEndObservable: Observable<unknown>;
  105944. /**
  105945. * If set to true, planar drag is enabled
  105946. */
  105947. private _planarGizmoEnabled;
  105948. attachedMesh: Nullable<AbstractMesh>;
  105949. /**
  105950. * Creates a PositionGizmo
  105951. * @param gizmoLayer The utility layer the gizmo will be added to
  105952. */
  105953. constructor(gizmoLayer?: UtilityLayerRenderer);
  105954. /**
  105955. * If the planar drag gizmo is enabled
  105956. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  105957. */
  105958. planarGizmoEnabled: boolean;
  105959. updateGizmoRotationToMatchAttachedMesh: boolean;
  105960. /**
  105961. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105962. */
  105963. snapDistance: number;
  105964. /**
  105965. * Ratio for the scale of the gizmo (Default: 1)
  105966. */
  105967. scaleRatio: number;
  105968. /**
  105969. * Disposes of the gizmo
  105970. */
  105971. dispose(): void;
  105972. /**
  105973. * CustomMeshes are not supported by this gizmo
  105974. * @param mesh The mesh to replace the default mesh of the gizmo
  105975. */
  105976. setCustomMesh(mesh: Mesh): void;
  105977. }
  105978. }
  105979. declare module BABYLON {
  105980. /**
  105981. * Single axis drag gizmo
  105982. */
  105983. export class AxisDragGizmo extends Gizmo {
  105984. /**
  105985. * Drag behavior responsible for the gizmos dragging interactions
  105986. */
  105987. dragBehavior: PointerDragBehavior;
  105988. private _pointerObserver;
  105989. /**
  105990. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105991. */
  105992. snapDistance: number;
  105993. /**
  105994. * Event that fires each time the gizmo snaps to a new location.
  105995. * * snapDistance is the the change in distance
  105996. */
  105997. onSnapObservable: Observable<{
  105998. snapDistance: number;
  105999. }>;
  106000. private _isEnabled;
  106001. private _parent;
  106002. private _arrow;
  106003. private _coloredMaterial;
  106004. private _hoverMaterial;
  106005. /** @hidden */
  106006. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106007. /** @hidden */
  106008. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106009. /**
  106010. * Creates an AxisDragGizmo
  106011. * @param gizmoLayer The utility layer the gizmo will be added to
  106012. * @param dragAxis The axis which the gizmo will be able to drag on
  106013. * @param color The color of the gizmo
  106014. */
  106015. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106016. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106017. /**
  106018. * If the gizmo is enabled
  106019. */
  106020. isEnabled: boolean;
  106021. /**
  106022. * Disposes of the gizmo
  106023. */
  106024. dispose(): void;
  106025. }
  106026. }
  106027. declare module BABYLON.Debug {
  106028. /**
  106029. * The Axes viewer will show 3 axes in a specific point in space
  106030. */
  106031. export class AxesViewer {
  106032. private _xAxis;
  106033. private _yAxis;
  106034. private _zAxis;
  106035. private _scaleLinesFactor;
  106036. private _instanced;
  106037. /**
  106038. * Gets the hosting scene
  106039. */
  106040. scene: Scene;
  106041. /**
  106042. * Gets or sets a number used to scale line length
  106043. */
  106044. scaleLines: number;
  106045. /** Gets the node hierarchy used to render x-axis */
  106046. readonly xAxis: TransformNode;
  106047. /** Gets the node hierarchy used to render y-axis */
  106048. readonly yAxis: TransformNode;
  106049. /** Gets the node hierarchy used to render z-axis */
  106050. readonly zAxis: TransformNode;
  106051. /**
  106052. * Creates a new AxesViewer
  106053. * @param scene defines the hosting scene
  106054. * @param scaleLines defines a number used to scale line length (1 by default)
  106055. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106056. * @param xAxis defines the node hierarchy used to render the x-axis
  106057. * @param yAxis defines the node hierarchy used to render the y-axis
  106058. * @param zAxis defines the node hierarchy used to render the z-axis
  106059. */
  106060. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106061. /**
  106062. * Force the viewer to update
  106063. * @param position defines the position of the viewer
  106064. * @param xaxis defines the x axis of the viewer
  106065. * @param yaxis defines the y axis of the viewer
  106066. * @param zaxis defines the z axis of the viewer
  106067. */
  106068. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106069. /**
  106070. * Creates an instance of this axes viewer.
  106071. * @returns a new axes viewer with instanced meshes
  106072. */
  106073. createInstance(): AxesViewer;
  106074. /** Releases resources */
  106075. dispose(): void;
  106076. private static _SetRenderingGroupId;
  106077. }
  106078. }
  106079. declare module BABYLON.Debug {
  106080. /**
  106081. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106082. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106083. */
  106084. export class BoneAxesViewer extends AxesViewer {
  106085. /**
  106086. * Gets or sets the target mesh where to display the axes viewer
  106087. */
  106088. mesh: Nullable<Mesh>;
  106089. /**
  106090. * Gets or sets the target bone where to display the axes viewer
  106091. */
  106092. bone: Nullable<Bone>;
  106093. /** Gets current position */
  106094. pos: Vector3;
  106095. /** Gets direction of X axis */
  106096. xaxis: Vector3;
  106097. /** Gets direction of Y axis */
  106098. yaxis: Vector3;
  106099. /** Gets direction of Z axis */
  106100. zaxis: Vector3;
  106101. /**
  106102. * Creates a new BoneAxesViewer
  106103. * @param scene defines the hosting scene
  106104. * @param bone defines the target bone
  106105. * @param mesh defines the target mesh
  106106. * @param scaleLines defines a scaling factor for line length (1 by default)
  106107. */
  106108. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106109. /**
  106110. * Force the viewer to update
  106111. */
  106112. update(): void;
  106113. /** Releases resources */
  106114. dispose(): void;
  106115. }
  106116. }
  106117. declare module BABYLON {
  106118. /**
  106119. * Interface used to define scene explorer extensibility option
  106120. */
  106121. export interface IExplorerExtensibilityOption {
  106122. /**
  106123. * Define the option label
  106124. */
  106125. label: string;
  106126. /**
  106127. * Defines the action to execute on click
  106128. */
  106129. action: (entity: any) => void;
  106130. }
  106131. /**
  106132. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106133. */
  106134. export interface IExplorerExtensibilityGroup {
  106135. /**
  106136. * Defines a predicate to test if a given type mut be extended
  106137. */
  106138. predicate: (entity: any) => boolean;
  106139. /**
  106140. * Gets the list of options added to a type
  106141. */
  106142. entries: IExplorerExtensibilityOption[];
  106143. }
  106144. /**
  106145. * Interface used to define the options to use to create the Inspector
  106146. */
  106147. export interface IInspectorOptions {
  106148. /**
  106149. * Display in overlay mode (default: false)
  106150. */
  106151. overlay?: boolean;
  106152. /**
  106153. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106154. */
  106155. globalRoot?: HTMLElement;
  106156. /**
  106157. * Display the Scene explorer
  106158. */
  106159. showExplorer?: boolean;
  106160. /**
  106161. * Display the property inspector
  106162. */
  106163. showInspector?: boolean;
  106164. /**
  106165. * Display in embed mode (both panes on the right)
  106166. */
  106167. embedMode?: boolean;
  106168. /**
  106169. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106170. */
  106171. handleResize?: boolean;
  106172. /**
  106173. * Allow the panes to popup (default: true)
  106174. */
  106175. enablePopup?: boolean;
  106176. /**
  106177. * Allow the panes to be closed by users (default: true)
  106178. */
  106179. enableClose?: boolean;
  106180. /**
  106181. * Optional list of extensibility entries
  106182. */
  106183. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106184. /**
  106185. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106186. */
  106187. inspectorURL?: string;
  106188. }
  106189. interface Scene {
  106190. /**
  106191. * @hidden
  106192. * Backing field
  106193. */
  106194. _debugLayer: DebugLayer;
  106195. /**
  106196. * Gets the debug layer (aka Inspector) associated with the scene
  106197. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106198. */
  106199. debugLayer: DebugLayer;
  106200. }
  106201. /**
  106202. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106203. * what is happening in your scene
  106204. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106205. */
  106206. export class DebugLayer {
  106207. /**
  106208. * Define the url to get the inspector script from.
  106209. * By default it uses the babylonjs CDN.
  106210. * @ignoreNaming
  106211. */
  106212. static InspectorURL: string;
  106213. private _scene;
  106214. private BJSINSPECTOR;
  106215. private _onPropertyChangedObservable?;
  106216. /**
  106217. * Observable triggered when a property is changed through the inspector.
  106218. */
  106219. readonly onPropertyChangedObservable: any;
  106220. /**
  106221. * Instantiates a new debug layer.
  106222. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106223. * what is happening in your scene
  106224. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106225. * @param scene Defines the scene to inspect
  106226. */
  106227. constructor(scene: Scene);
  106228. /** Creates the inspector window. */
  106229. private _createInspector;
  106230. /**
  106231. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106232. * @param entity defines the entity to select
  106233. * @param lineContainerTitle defines the specific block to highlight
  106234. */
  106235. select(entity: any, lineContainerTitle?: string): void;
  106236. /** Get the inspector from bundle or global */
  106237. private _getGlobalInspector;
  106238. /**
  106239. * Get if the inspector is visible or not.
  106240. * @returns true if visible otherwise, false
  106241. */
  106242. isVisible(): boolean;
  106243. /**
  106244. * Hide the inspector and close its window.
  106245. */
  106246. hide(): void;
  106247. /**
  106248. * Launch the debugLayer.
  106249. * @param config Define the configuration of the inspector
  106250. * @return a promise fulfilled when the debug layer is visible
  106251. */
  106252. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106253. }
  106254. }
  106255. declare module BABYLON {
  106256. /**
  106257. * Class containing static functions to help procedurally build meshes
  106258. */
  106259. export class BoxBuilder {
  106260. /**
  106261. * Creates a box mesh
  106262. * * The parameter `size` sets the size (float) of each box side (default 1)
  106263. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106264. * * 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)
  106265. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106266. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106267. * * 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
  106268. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106269. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106270. * @param name defines the name of the mesh
  106271. * @param options defines the options used to create the mesh
  106272. * @param scene defines the hosting scene
  106273. * @returns the box mesh
  106274. */
  106275. static CreateBox(name: string, options: {
  106276. size?: number;
  106277. width?: number;
  106278. height?: number;
  106279. depth?: number;
  106280. faceUV?: Vector4[];
  106281. faceColors?: Color4[];
  106282. sideOrientation?: number;
  106283. frontUVs?: Vector4;
  106284. backUVs?: Vector4;
  106285. wrap?: boolean;
  106286. topBaseAt?: number;
  106287. bottomBaseAt?: number;
  106288. updatable?: boolean;
  106289. }, scene?: Nullable<Scene>): Mesh;
  106290. }
  106291. }
  106292. declare module BABYLON {
  106293. /**
  106294. * Class containing static functions to help procedurally build meshes
  106295. */
  106296. export class SphereBuilder {
  106297. /**
  106298. * Creates a sphere mesh
  106299. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106300. * * 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`)
  106301. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106302. * * 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
  106303. * * 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)
  106304. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106305. * * 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
  106306. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106307. * @param name defines the name of the mesh
  106308. * @param options defines the options used to create the mesh
  106309. * @param scene defines the hosting scene
  106310. * @returns the sphere mesh
  106311. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106312. */
  106313. static CreateSphere(name: string, options: {
  106314. segments?: number;
  106315. diameter?: number;
  106316. diameterX?: number;
  106317. diameterY?: number;
  106318. diameterZ?: number;
  106319. arc?: number;
  106320. slice?: number;
  106321. sideOrientation?: number;
  106322. frontUVs?: Vector4;
  106323. backUVs?: Vector4;
  106324. updatable?: boolean;
  106325. }, scene: any): Mesh;
  106326. }
  106327. }
  106328. declare module BABYLON.Debug {
  106329. /**
  106330. * Used to show the physics impostor around the specific mesh
  106331. */
  106332. export class PhysicsViewer {
  106333. /** @hidden */
  106334. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106335. /** @hidden */
  106336. protected _meshes: Array<Nullable<AbstractMesh>>;
  106337. /** @hidden */
  106338. protected _scene: Nullable<Scene>;
  106339. /** @hidden */
  106340. protected _numMeshes: number;
  106341. /** @hidden */
  106342. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106343. private _renderFunction;
  106344. private _utilityLayer;
  106345. private _debugBoxMesh;
  106346. private _debugSphereMesh;
  106347. private _debugCylinderMesh;
  106348. private _debugMaterial;
  106349. private _debugMeshMeshes;
  106350. /**
  106351. * Creates a new PhysicsViewer
  106352. * @param scene defines the hosting scene
  106353. */
  106354. constructor(scene: Scene);
  106355. /** @hidden */
  106356. protected _updateDebugMeshes(): void;
  106357. /**
  106358. * Renders a specified physic impostor
  106359. * @param impostor defines the impostor to render
  106360. * @param targetMesh defines the mesh represented by the impostor
  106361. * @returns the new debug mesh used to render the impostor
  106362. */
  106363. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106364. /**
  106365. * Hides a specified physic impostor
  106366. * @param impostor defines the impostor to hide
  106367. */
  106368. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106369. private _getDebugMaterial;
  106370. private _getDebugBoxMesh;
  106371. private _getDebugSphereMesh;
  106372. private _getDebugCylinderMesh;
  106373. private _getDebugMeshMesh;
  106374. private _getDebugMesh;
  106375. /** Releases all resources */
  106376. dispose(): void;
  106377. }
  106378. }
  106379. declare module BABYLON {
  106380. /**
  106381. * Class containing static functions to help procedurally build meshes
  106382. */
  106383. export class LinesBuilder {
  106384. /**
  106385. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106386. * * 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
  106387. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106388. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106389. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106390. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106391. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106392. * * 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
  106393. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106395. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106396. * @param name defines the name of the new line system
  106397. * @param options defines the options used to create the line system
  106398. * @param scene defines the hosting scene
  106399. * @returns a new line system mesh
  106400. */
  106401. static CreateLineSystem(name: string, options: {
  106402. lines: Vector3[][];
  106403. updatable?: boolean;
  106404. instance?: Nullable<LinesMesh>;
  106405. colors?: Nullable<Color4[][]>;
  106406. useVertexAlpha?: boolean;
  106407. }, scene: Nullable<Scene>): LinesMesh;
  106408. /**
  106409. * Creates a line mesh
  106410. * 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
  106411. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106412. * * The parameter `points` is an array successive Vector3
  106413. * * 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
  106414. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106415. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106416. * * When updating an instance, remember that only point positions can change, not the number of points
  106417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106418. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106419. * @param name defines the name of the new line system
  106420. * @param options defines the options used to create the line system
  106421. * @param scene defines the hosting scene
  106422. * @returns a new line mesh
  106423. */
  106424. static CreateLines(name: string, options: {
  106425. points: Vector3[];
  106426. updatable?: boolean;
  106427. instance?: Nullable<LinesMesh>;
  106428. colors?: Color4[];
  106429. useVertexAlpha?: boolean;
  106430. }, scene?: Nullable<Scene>): LinesMesh;
  106431. /**
  106432. * Creates a dashed line mesh
  106433. * * 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
  106434. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106435. * * The parameter `points` is an array successive Vector3
  106436. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106437. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106438. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106439. * * 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
  106440. * * When updating an instance, remember that only point positions can change, not the number of points
  106441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106442. * @param name defines the name of the mesh
  106443. * @param options defines the options used to create the mesh
  106444. * @param scene defines the hosting scene
  106445. * @returns the dashed line mesh
  106446. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106447. */
  106448. static CreateDashedLines(name: string, options: {
  106449. points: Vector3[];
  106450. dashSize?: number;
  106451. gapSize?: number;
  106452. dashNb?: number;
  106453. updatable?: boolean;
  106454. instance?: LinesMesh;
  106455. }, scene?: Nullable<Scene>): LinesMesh;
  106456. }
  106457. }
  106458. declare module BABYLON {
  106459. /**
  106460. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106461. * in order to better appreciate the issue one might have.
  106462. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106463. */
  106464. export class RayHelper {
  106465. /**
  106466. * Defines the ray we are currently tryin to visualize.
  106467. */
  106468. ray: Nullable<Ray>;
  106469. private _renderPoints;
  106470. private _renderLine;
  106471. private _renderFunction;
  106472. private _scene;
  106473. private _updateToMeshFunction;
  106474. private _attachedToMesh;
  106475. private _meshSpaceDirection;
  106476. private _meshSpaceOrigin;
  106477. /**
  106478. * Helper function to create a colored helper in a scene in one line.
  106479. * @param ray Defines the ray we are currently tryin to visualize
  106480. * @param scene Defines the scene the ray is used in
  106481. * @param color Defines the color we want to see the ray in
  106482. * @returns The newly created ray helper.
  106483. */
  106484. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106485. /**
  106486. * Instantiate a new ray helper.
  106487. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106488. * in order to better appreciate the issue one might have.
  106489. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106490. * @param ray Defines the ray we are currently tryin to visualize
  106491. */
  106492. constructor(ray: Ray);
  106493. /**
  106494. * Shows the ray we are willing to debug.
  106495. * @param scene Defines the scene the ray needs to be rendered in
  106496. * @param color Defines the color the ray needs to be rendered in
  106497. */
  106498. show(scene: Scene, color?: Color3): void;
  106499. /**
  106500. * Hides the ray we are debugging.
  106501. */
  106502. hide(): void;
  106503. private _render;
  106504. /**
  106505. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106506. * @param mesh Defines the mesh we want the helper attached to
  106507. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106508. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106509. * @param length Defines the length of the ray
  106510. */
  106511. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106512. /**
  106513. * Detach the ray helper from the mesh it has previously been attached to.
  106514. */
  106515. detachFromMesh(): void;
  106516. private _updateToMesh;
  106517. /**
  106518. * Dispose the helper and release its associated resources.
  106519. */
  106520. dispose(): void;
  106521. }
  106522. }
  106523. declare module BABYLON.Debug {
  106524. /**
  106525. * Class used to render a debug view of a given skeleton
  106526. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106527. */
  106528. export class SkeletonViewer {
  106529. /** defines the skeleton to render */
  106530. skeleton: Skeleton;
  106531. /** defines the mesh attached to the skeleton */
  106532. mesh: AbstractMesh;
  106533. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106534. autoUpdateBonesMatrices: boolean;
  106535. /** defines the rendering group id to use with the viewer */
  106536. renderingGroupId: number;
  106537. /** Gets or sets the color used to render the skeleton */
  106538. color: Color3;
  106539. private _scene;
  106540. private _debugLines;
  106541. private _debugMesh;
  106542. private _isEnabled;
  106543. private _renderFunction;
  106544. private _utilityLayer;
  106545. /**
  106546. * Returns the mesh used to render the bones
  106547. */
  106548. readonly debugMesh: Nullable<LinesMesh>;
  106549. /**
  106550. * Creates a new SkeletonViewer
  106551. * @param skeleton defines the skeleton to render
  106552. * @param mesh defines the mesh attached to the skeleton
  106553. * @param scene defines the hosting scene
  106554. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106555. * @param renderingGroupId defines the rendering group id to use with the viewer
  106556. */
  106557. constructor(
  106558. /** defines the skeleton to render */
  106559. skeleton: Skeleton,
  106560. /** defines the mesh attached to the skeleton */
  106561. mesh: AbstractMesh, scene: Scene,
  106562. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106563. autoUpdateBonesMatrices?: boolean,
  106564. /** defines the rendering group id to use with the viewer */
  106565. renderingGroupId?: number);
  106566. /** Gets or sets a boolean indicating if the viewer is enabled */
  106567. isEnabled: boolean;
  106568. private _getBonePosition;
  106569. private _getLinesForBonesWithLength;
  106570. private _getLinesForBonesNoLength;
  106571. /** Update the viewer to sync with current skeleton state */
  106572. update(): void;
  106573. /** Release associated resources */
  106574. dispose(): void;
  106575. }
  106576. }
  106577. declare module BABYLON {
  106578. /**
  106579. * Options to create the null engine
  106580. */
  106581. export class NullEngineOptions {
  106582. /**
  106583. * Render width (Default: 512)
  106584. */
  106585. renderWidth: number;
  106586. /**
  106587. * Render height (Default: 256)
  106588. */
  106589. renderHeight: number;
  106590. /**
  106591. * Texture size (Default: 512)
  106592. */
  106593. textureSize: number;
  106594. /**
  106595. * If delta time between frames should be constant
  106596. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106597. */
  106598. deterministicLockstep: boolean;
  106599. /**
  106600. * Maximum about of steps between frames (Default: 4)
  106601. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106602. */
  106603. lockstepMaxSteps: number;
  106604. }
  106605. /**
  106606. * The null engine class provides support for headless version of babylon.js.
  106607. * This can be used in server side scenario or for testing purposes
  106608. */
  106609. export class NullEngine extends Engine {
  106610. private _options;
  106611. /**
  106612. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106613. */
  106614. isDeterministicLockStep(): boolean;
  106615. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106616. getLockstepMaxSteps(): number;
  106617. /**
  106618. * Sets hardware scaling, used to save performance if needed
  106619. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106620. */
  106621. getHardwareScalingLevel(): number;
  106622. constructor(options?: NullEngineOptions);
  106623. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106624. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106625. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106626. getRenderWidth(useScreen?: boolean): number;
  106627. getRenderHeight(useScreen?: boolean): number;
  106628. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106629. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106630. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106631. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106632. bindSamplers(effect: Effect): void;
  106633. enableEffect(effect: Effect): void;
  106634. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106635. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106636. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106637. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106638. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106639. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106640. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106641. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106642. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106643. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106644. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106645. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106646. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106647. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106648. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106649. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106650. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106651. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106652. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106653. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106654. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106655. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106656. bindBuffers(vertexBuffers: {
  106657. [key: string]: VertexBuffer;
  106658. }, indexBuffer: DataBuffer, effect: Effect): void;
  106659. wipeCaches(bruteForce?: boolean): void;
  106660. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106661. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106662. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106663. /** @hidden */
  106664. _createTexture(): WebGLTexture;
  106665. /** @hidden */
  106666. _releaseTexture(texture: InternalTexture): void;
  106667. 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;
  106668. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106669. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106670. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106671. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106672. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106673. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106674. areAllEffectsReady(): boolean;
  106675. /**
  106676. * @hidden
  106677. * Get the current error code of the webGL context
  106678. * @returns the error code
  106679. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106680. */
  106681. getError(): number;
  106682. /** @hidden */
  106683. _getUnpackAlignement(): number;
  106684. /** @hidden */
  106685. _unpackFlipY(value: boolean): void;
  106686. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106687. /**
  106688. * Updates a dynamic vertex buffer.
  106689. * @param vertexBuffer the vertex buffer to update
  106690. * @param data the data used to update the vertex buffer
  106691. * @param byteOffset the byte offset of the data (optional)
  106692. * @param byteLength the byte length of the data (optional)
  106693. */
  106694. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106695. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106696. /** @hidden */
  106697. _bindTexture(channel: number, texture: InternalTexture): void;
  106698. /** @hidden */
  106699. _releaseBuffer(buffer: DataBuffer): boolean;
  106700. releaseEffects(): void;
  106701. displayLoadingUI(): void;
  106702. hideLoadingUI(): void;
  106703. /** @hidden */
  106704. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106705. /** @hidden */
  106706. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106707. /** @hidden */
  106708. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106709. /** @hidden */
  106710. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  106711. }
  106712. }
  106713. declare module BABYLON {
  106714. /** @hidden */
  106715. export class _OcclusionDataStorage {
  106716. /** @hidden */
  106717. occlusionInternalRetryCounter: number;
  106718. /** @hidden */
  106719. isOcclusionQueryInProgress: boolean;
  106720. /** @hidden */
  106721. isOccluded: boolean;
  106722. /** @hidden */
  106723. occlusionRetryCount: number;
  106724. /** @hidden */
  106725. occlusionType: number;
  106726. /** @hidden */
  106727. occlusionQueryAlgorithmType: number;
  106728. }
  106729. interface Engine {
  106730. /**
  106731. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  106732. * @return the new query
  106733. */
  106734. createQuery(): WebGLQuery;
  106735. /**
  106736. * Delete and release a webGL query
  106737. * @param query defines the query to delete
  106738. * @return the current engine
  106739. */
  106740. deleteQuery(query: WebGLQuery): Engine;
  106741. /**
  106742. * Check if a given query has resolved and got its value
  106743. * @param query defines the query to check
  106744. * @returns true if the query got its value
  106745. */
  106746. isQueryResultAvailable(query: WebGLQuery): boolean;
  106747. /**
  106748. * Gets the value of a given query
  106749. * @param query defines the query to check
  106750. * @returns the value of the query
  106751. */
  106752. getQueryResult(query: WebGLQuery): number;
  106753. /**
  106754. * Initiates an occlusion query
  106755. * @param algorithmType defines the algorithm to use
  106756. * @param query defines the query to use
  106757. * @returns the current engine
  106758. * @see http://doc.babylonjs.com/features/occlusionquery
  106759. */
  106760. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  106761. /**
  106762. * Ends an occlusion query
  106763. * @see http://doc.babylonjs.com/features/occlusionquery
  106764. * @param algorithmType defines the algorithm to use
  106765. * @returns the current engine
  106766. */
  106767. endOcclusionQuery(algorithmType: number): Engine;
  106768. /**
  106769. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  106770. * Please note that only one query can be issued at a time
  106771. * @returns a time token used to track the time span
  106772. */
  106773. startTimeQuery(): Nullable<_TimeToken>;
  106774. /**
  106775. * Ends a time query
  106776. * @param token defines the token used to measure the time span
  106777. * @returns the time spent (in ns)
  106778. */
  106779. endTimeQuery(token: _TimeToken): int;
  106780. /** @hidden */
  106781. _currentNonTimestampToken: Nullable<_TimeToken>;
  106782. /** @hidden */
  106783. _createTimeQuery(): WebGLQuery;
  106784. /** @hidden */
  106785. _deleteTimeQuery(query: WebGLQuery): void;
  106786. /** @hidden */
  106787. _getGlAlgorithmType(algorithmType: number): number;
  106788. /** @hidden */
  106789. _getTimeQueryResult(query: WebGLQuery): any;
  106790. /** @hidden */
  106791. _getTimeQueryAvailability(query: WebGLQuery): any;
  106792. }
  106793. interface AbstractMesh {
  106794. /**
  106795. * Backing filed
  106796. * @hidden
  106797. */
  106798. __occlusionDataStorage: _OcclusionDataStorage;
  106799. /**
  106800. * Access property
  106801. * @hidden
  106802. */
  106803. _occlusionDataStorage: _OcclusionDataStorage;
  106804. /**
  106805. * 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.
  106806. * The default value is -1 which means don't break the query and wait till the result
  106807. * @see http://doc.babylonjs.com/features/occlusionquery
  106808. */
  106809. occlusionRetryCount: number;
  106810. /**
  106811. * 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:
  106812. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  106813. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  106814. * * 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.
  106815. * @see http://doc.babylonjs.com/features/occlusionquery
  106816. */
  106817. occlusionType: number;
  106818. /**
  106819. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  106820. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  106821. * * 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.
  106822. * @see http://doc.babylonjs.com/features/occlusionquery
  106823. */
  106824. occlusionQueryAlgorithmType: number;
  106825. /**
  106826. * 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
  106827. * @see http://doc.babylonjs.com/features/occlusionquery
  106828. */
  106829. isOccluded: boolean;
  106830. /**
  106831. * Flag to check the progress status of the query
  106832. * @see http://doc.babylonjs.com/features/occlusionquery
  106833. */
  106834. isOcclusionQueryInProgress: boolean;
  106835. }
  106836. }
  106837. declare module BABYLON {
  106838. /** @hidden */
  106839. export var _forceTransformFeedbackToBundle: boolean;
  106840. interface Engine {
  106841. /**
  106842. * Creates a webGL transform feedback object
  106843. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  106844. * @returns the webGL transform feedback object
  106845. */
  106846. createTransformFeedback(): WebGLTransformFeedback;
  106847. /**
  106848. * Delete a webGL transform feedback object
  106849. * @param value defines the webGL transform feedback object to delete
  106850. */
  106851. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  106852. /**
  106853. * Bind a webGL transform feedback object to the webgl context
  106854. * @param value defines the webGL transform feedback object to bind
  106855. */
  106856. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  106857. /**
  106858. * Begins a transform feedback operation
  106859. * @param usePoints defines if points or triangles must be used
  106860. */
  106861. beginTransformFeedback(usePoints: boolean): void;
  106862. /**
  106863. * Ends a transform feedback operation
  106864. */
  106865. endTransformFeedback(): void;
  106866. /**
  106867. * Specify the varyings to use with transform feedback
  106868. * @param program defines the associated webGL program
  106869. * @param value defines the list of strings representing the varying names
  106870. */
  106871. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  106872. /**
  106873. * Bind a webGL buffer for a transform feedback operation
  106874. * @param value defines the webGL buffer to bind
  106875. */
  106876. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  106877. }
  106878. }
  106879. declare module BABYLON {
  106880. /**
  106881. * Creation options of the multi render target texture.
  106882. */
  106883. export interface IMultiRenderTargetOptions {
  106884. /**
  106885. * Define if the texture needs to create mip maps after render.
  106886. */
  106887. generateMipMaps?: boolean;
  106888. /**
  106889. * Define the types of all the draw buffers we want to create
  106890. */
  106891. types?: number[];
  106892. /**
  106893. * Define the sampling modes of all the draw buffers we want to create
  106894. */
  106895. samplingModes?: number[];
  106896. /**
  106897. * Define if a depth buffer is required
  106898. */
  106899. generateDepthBuffer?: boolean;
  106900. /**
  106901. * Define if a stencil buffer is required
  106902. */
  106903. generateStencilBuffer?: boolean;
  106904. /**
  106905. * Define if a depth texture is required instead of a depth buffer
  106906. */
  106907. generateDepthTexture?: boolean;
  106908. /**
  106909. * Define the number of desired draw buffers
  106910. */
  106911. textureCount?: number;
  106912. /**
  106913. * Define if aspect ratio should be adapted to the texture or stay the scene one
  106914. */
  106915. doNotChangeAspectRatio?: boolean;
  106916. /**
  106917. * Define the default type of the buffers we are creating
  106918. */
  106919. defaultType?: number;
  106920. }
  106921. /**
  106922. * A multi render target, like a render target provides the ability to render to a texture.
  106923. * Unlike the render target, it can render to several draw buffers in one draw.
  106924. * This is specially interesting in deferred rendering or for any effects requiring more than
  106925. * just one color from a single pass.
  106926. */
  106927. export class MultiRenderTarget extends RenderTargetTexture {
  106928. private _internalTextures;
  106929. private _textures;
  106930. private _multiRenderTargetOptions;
  106931. /**
  106932. * Get if draw buffers are currently supported by the used hardware and browser.
  106933. */
  106934. readonly isSupported: boolean;
  106935. /**
  106936. * Get the list of textures generated by the multi render target.
  106937. */
  106938. readonly textures: Texture[];
  106939. /**
  106940. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  106941. */
  106942. readonly depthTexture: Texture;
  106943. /**
  106944. * Set the wrapping mode on U of all the textures we are rendering to.
  106945. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106946. */
  106947. wrapU: number;
  106948. /**
  106949. * Set the wrapping mode on V of all the textures we are rendering to.
  106950. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106951. */
  106952. wrapV: number;
  106953. /**
  106954. * Instantiate a new multi render target texture.
  106955. * A multi render target, like a render target provides the ability to render to a texture.
  106956. * Unlike the render target, it can render to several draw buffers in one draw.
  106957. * This is specially interesting in deferred rendering or for any effects requiring more than
  106958. * just one color from a single pass.
  106959. * @param name Define the name of the texture
  106960. * @param size Define the size of the buffers to render to
  106961. * @param count Define the number of target we are rendering into
  106962. * @param scene Define the scene the texture belongs to
  106963. * @param options Define the options used to create the multi render target
  106964. */
  106965. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  106966. /** @hidden */
  106967. _rebuild(): void;
  106968. private _createInternalTextures;
  106969. private _createTextures;
  106970. /**
  106971. * Define the number of samples used if MSAA is enabled.
  106972. */
  106973. samples: number;
  106974. /**
  106975. * Resize all the textures in the multi render target.
  106976. * Be carrefull as it will recreate all the data in the new texture.
  106977. * @param size Define the new size
  106978. */
  106979. resize(size: any): void;
  106980. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  106981. /**
  106982. * Dispose the render targets and their associated resources
  106983. */
  106984. dispose(): void;
  106985. /**
  106986. * Release all the underlying texture used as draw buffers.
  106987. */
  106988. releaseInternalTextures(): void;
  106989. }
  106990. }
  106991. declare module BABYLON {
  106992. interface Engine {
  106993. /**
  106994. * Unbind a list of render target textures from the webGL context
  106995. * This is used only when drawBuffer extension or webGL2 are active
  106996. * @param textures defines the render target textures to unbind
  106997. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  106998. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  106999. */
  107000. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107001. /**
  107002. * Create a multi render target texture
  107003. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107004. * @param size defines the size of the texture
  107005. * @param options defines the creation options
  107006. * @returns the cube texture as an InternalTexture
  107007. */
  107008. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107009. /**
  107010. * Update the sample count for a given multiple render target texture
  107011. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107012. * @param textures defines the textures to update
  107013. * @param samples defines the sample count to set
  107014. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107015. */
  107016. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107017. }
  107018. }
  107019. declare module BABYLON {
  107020. /**
  107021. * Gather the list of clipboard event types as constants.
  107022. */
  107023. export class ClipboardEventTypes {
  107024. /**
  107025. * The clipboard event is fired when a copy command is active (pressed).
  107026. */
  107027. static readonly COPY: number;
  107028. /**
  107029. * The clipboard event is fired when a cut command is active (pressed).
  107030. */
  107031. static readonly CUT: number;
  107032. /**
  107033. * The clipboard event is fired when a paste command is active (pressed).
  107034. */
  107035. static readonly PASTE: number;
  107036. }
  107037. /**
  107038. * This class is used to store clipboard related info for the onClipboardObservable event.
  107039. */
  107040. export class ClipboardInfo {
  107041. /**
  107042. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107043. */
  107044. type: number;
  107045. /**
  107046. * Defines the related dom event
  107047. */
  107048. event: ClipboardEvent;
  107049. /**
  107050. *Creates an instance of ClipboardInfo.
  107051. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107052. * @param event Defines the related dom event
  107053. */
  107054. constructor(
  107055. /**
  107056. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107057. */
  107058. type: number,
  107059. /**
  107060. * Defines the related dom event
  107061. */
  107062. event: ClipboardEvent);
  107063. /**
  107064. * Get the clipboard event's type from the keycode.
  107065. * @param keyCode Defines the keyCode for the current keyboard event.
  107066. * @return {number}
  107067. */
  107068. static GetTypeFromCharacter(keyCode: number): number;
  107069. }
  107070. }
  107071. declare module BABYLON {
  107072. /**
  107073. * Google Daydream controller
  107074. */
  107075. export class DaydreamController extends WebVRController {
  107076. /**
  107077. * Base Url for the controller model.
  107078. */
  107079. static MODEL_BASE_URL: string;
  107080. /**
  107081. * File name for the controller model.
  107082. */
  107083. static MODEL_FILENAME: string;
  107084. /**
  107085. * Gamepad Id prefix used to identify Daydream Controller.
  107086. */
  107087. static readonly GAMEPAD_ID_PREFIX: string;
  107088. /**
  107089. * Creates a new DaydreamController from a gamepad
  107090. * @param vrGamepad the gamepad that the controller should be created from
  107091. */
  107092. constructor(vrGamepad: any);
  107093. /**
  107094. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107095. * @param scene scene in which to add meshes
  107096. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107097. */
  107098. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107099. /**
  107100. * Called once for each button that changed state since the last frame
  107101. * @param buttonIdx Which button index changed
  107102. * @param state New state of the button
  107103. * @param changes Which properties on the state changed since last frame
  107104. */
  107105. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107106. }
  107107. }
  107108. declare module BABYLON {
  107109. /**
  107110. * Gear VR Controller
  107111. */
  107112. export class GearVRController extends WebVRController {
  107113. /**
  107114. * Base Url for the controller model.
  107115. */
  107116. static MODEL_BASE_URL: string;
  107117. /**
  107118. * File name for the controller model.
  107119. */
  107120. static MODEL_FILENAME: string;
  107121. /**
  107122. * Gamepad Id prefix used to identify this controller.
  107123. */
  107124. static readonly GAMEPAD_ID_PREFIX: string;
  107125. private readonly _buttonIndexToObservableNameMap;
  107126. /**
  107127. * Creates a new GearVRController from a gamepad
  107128. * @param vrGamepad the gamepad that the controller should be created from
  107129. */
  107130. constructor(vrGamepad: any);
  107131. /**
  107132. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107133. * @param scene scene in which to add meshes
  107134. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107135. */
  107136. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107137. /**
  107138. * Called once for each button that changed state since the last frame
  107139. * @param buttonIdx Which button index changed
  107140. * @param state New state of the button
  107141. * @param changes Which properties on the state changed since last frame
  107142. */
  107143. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107144. }
  107145. }
  107146. declare module BABYLON {
  107147. /**
  107148. * Class containing static functions to help procedurally build meshes
  107149. */
  107150. export class PolyhedronBuilder {
  107151. /**
  107152. * Creates a polyhedron mesh
  107153. * * 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
  107154. * * The parameter `size` (positive float, default 1) sets the polygon size
  107155. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107156. * * 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`
  107157. * * 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
  107158. * * 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)`)
  107159. * * 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
  107160. * * 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
  107161. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107162. * * 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
  107163. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107164. * @param name defines the name of the mesh
  107165. * @param options defines the options used to create the mesh
  107166. * @param scene defines the hosting scene
  107167. * @returns the polyhedron mesh
  107168. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107169. */
  107170. static CreatePolyhedron(name: string, options: {
  107171. type?: number;
  107172. size?: number;
  107173. sizeX?: number;
  107174. sizeY?: number;
  107175. sizeZ?: number;
  107176. custom?: any;
  107177. faceUV?: Vector4[];
  107178. faceColors?: Color4[];
  107179. flat?: boolean;
  107180. updatable?: boolean;
  107181. sideOrientation?: number;
  107182. frontUVs?: Vector4;
  107183. backUVs?: Vector4;
  107184. }, scene?: Nullable<Scene>): Mesh;
  107185. }
  107186. }
  107187. declare module BABYLON {
  107188. /**
  107189. * Gizmo that enables scaling a mesh along 3 axis
  107190. */
  107191. export class ScaleGizmo extends Gizmo {
  107192. /**
  107193. * Internal gizmo used for interactions on the x axis
  107194. */
  107195. xGizmo: AxisScaleGizmo;
  107196. /**
  107197. * Internal gizmo used for interactions on the y axis
  107198. */
  107199. yGizmo: AxisScaleGizmo;
  107200. /**
  107201. * Internal gizmo used for interactions on the z axis
  107202. */
  107203. zGizmo: AxisScaleGizmo;
  107204. /**
  107205. * Internal gizmo used to scale all axis equally
  107206. */
  107207. uniformScaleGizmo: AxisScaleGizmo;
  107208. private _meshAttached;
  107209. private _updateGizmoRotationToMatchAttachedMesh;
  107210. private _snapDistance;
  107211. private _scaleRatio;
  107212. private _uniformScalingMesh;
  107213. private _octahedron;
  107214. /** Fires an event when any of it's sub gizmos are dragged */
  107215. onDragStartObservable: Observable<unknown>;
  107216. /** Fires an event when any of it's sub gizmos are released from dragging */
  107217. onDragEndObservable: Observable<unknown>;
  107218. attachedMesh: Nullable<AbstractMesh>;
  107219. /**
  107220. * Creates a ScaleGizmo
  107221. * @param gizmoLayer The utility layer the gizmo will be added to
  107222. */
  107223. constructor(gizmoLayer?: UtilityLayerRenderer);
  107224. updateGizmoRotationToMatchAttachedMesh: boolean;
  107225. /**
  107226. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107227. */
  107228. snapDistance: number;
  107229. /**
  107230. * Ratio for the scale of the gizmo (Default: 1)
  107231. */
  107232. scaleRatio: number;
  107233. /**
  107234. * Disposes of the gizmo
  107235. */
  107236. dispose(): void;
  107237. }
  107238. }
  107239. declare module BABYLON {
  107240. /**
  107241. * Single axis scale gizmo
  107242. */
  107243. export class AxisScaleGizmo extends Gizmo {
  107244. /**
  107245. * Drag behavior responsible for the gizmos dragging interactions
  107246. */
  107247. dragBehavior: PointerDragBehavior;
  107248. private _pointerObserver;
  107249. /**
  107250. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107251. */
  107252. snapDistance: number;
  107253. /**
  107254. * Event that fires each time the gizmo snaps to a new location.
  107255. * * snapDistance is the the change in distance
  107256. */
  107257. onSnapObservable: Observable<{
  107258. snapDistance: number;
  107259. }>;
  107260. /**
  107261. * If the scaling operation should be done on all axis (default: false)
  107262. */
  107263. uniformScaling: boolean;
  107264. private _isEnabled;
  107265. private _parent;
  107266. private _arrow;
  107267. private _coloredMaterial;
  107268. private _hoverMaterial;
  107269. /**
  107270. * Creates an AxisScaleGizmo
  107271. * @param gizmoLayer The utility layer the gizmo will be added to
  107272. * @param dragAxis The axis which the gizmo will be able to scale on
  107273. * @param color The color of the gizmo
  107274. */
  107275. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107276. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107277. /**
  107278. * If the gizmo is enabled
  107279. */
  107280. isEnabled: boolean;
  107281. /**
  107282. * Disposes of the gizmo
  107283. */
  107284. dispose(): void;
  107285. /**
  107286. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107287. * @param mesh The mesh to replace the default mesh of the gizmo
  107288. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107289. */
  107290. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107291. }
  107292. }
  107293. declare module BABYLON {
  107294. /**
  107295. * Bounding box gizmo
  107296. */
  107297. export class BoundingBoxGizmo extends Gizmo {
  107298. private _lineBoundingBox;
  107299. private _rotateSpheresParent;
  107300. private _scaleBoxesParent;
  107301. private _boundingDimensions;
  107302. private _renderObserver;
  107303. private _pointerObserver;
  107304. private _scaleDragSpeed;
  107305. private _tmpQuaternion;
  107306. private _tmpVector;
  107307. private _tmpRotationMatrix;
  107308. /**
  107309. * 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)
  107310. */
  107311. ignoreChildren: boolean;
  107312. /**
  107313. * 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)
  107314. */
  107315. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107316. /**
  107317. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107318. */
  107319. rotationSphereSize: number;
  107320. /**
  107321. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107322. */
  107323. scaleBoxSize: number;
  107324. /**
  107325. * 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)
  107326. */
  107327. fixedDragMeshScreenSize: boolean;
  107328. /**
  107329. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107330. */
  107331. fixedDragMeshScreenSizeDistanceFactor: number;
  107332. /**
  107333. * Fired when a rotation sphere or scale box is dragged
  107334. */
  107335. onDragStartObservable: Observable<{}>;
  107336. /**
  107337. * Fired when a scale box is dragged
  107338. */
  107339. onScaleBoxDragObservable: Observable<{}>;
  107340. /**
  107341. * Fired when a scale box drag is ended
  107342. */
  107343. onScaleBoxDragEndObservable: Observable<{}>;
  107344. /**
  107345. * Fired when a rotation sphere is dragged
  107346. */
  107347. onRotationSphereDragObservable: Observable<{}>;
  107348. /**
  107349. * Fired when a rotation sphere drag is ended
  107350. */
  107351. onRotationSphereDragEndObservable: Observable<{}>;
  107352. /**
  107353. * 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)
  107354. */
  107355. scalePivot: Nullable<Vector3>;
  107356. /**
  107357. * Mesh used as a pivot to rotate the attached mesh
  107358. */
  107359. private _anchorMesh;
  107360. private _existingMeshScale;
  107361. private _dragMesh;
  107362. private pointerDragBehavior;
  107363. private coloredMaterial;
  107364. private hoverColoredMaterial;
  107365. /**
  107366. * Sets the color of the bounding box gizmo
  107367. * @param color the color to set
  107368. */
  107369. setColor(color: Color3): void;
  107370. /**
  107371. * Creates an BoundingBoxGizmo
  107372. * @param gizmoLayer The utility layer the gizmo will be added to
  107373. * @param color The color of the gizmo
  107374. */
  107375. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107376. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107377. private _selectNode;
  107378. /**
  107379. * Updates the bounding box information for the Gizmo
  107380. */
  107381. updateBoundingBox(): void;
  107382. private _updateRotationSpheres;
  107383. private _updateScaleBoxes;
  107384. /**
  107385. * Enables rotation on the specified axis and disables rotation on the others
  107386. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107387. */
  107388. setEnabledRotationAxis(axis: string): void;
  107389. /**
  107390. * Enables/disables scaling
  107391. * @param enable if scaling should be enabled
  107392. */
  107393. setEnabledScaling(enable: boolean): void;
  107394. private _updateDummy;
  107395. /**
  107396. * Enables a pointer drag behavior on the bounding box of the gizmo
  107397. */
  107398. enableDragBehavior(): void;
  107399. /**
  107400. * Disposes of the gizmo
  107401. */
  107402. dispose(): void;
  107403. /**
  107404. * 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)
  107405. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107406. * @returns the bounding box mesh with the passed in mesh as a child
  107407. */
  107408. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107409. /**
  107410. * CustomMeshes are not supported by this gizmo
  107411. * @param mesh The mesh to replace the default mesh of the gizmo
  107412. */
  107413. setCustomMesh(mesh: Mesh): void;
  107414. }
  107415. }
  107416. declare module BABYLON {
  107417. /**
  107418. * Single plane rotation gizmo
  107419. */
  107420. export class PlaneRotationGizmo extends Gizmo {
  107421. /**
  107422. * Drag behavior responsible for the gizmos dragging interactions
  107423. */
  107424. dragBehavior: PointerDragBehavior;
  107425. private _pointerObserver;
  107426. /**
  107427. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107428. */
  107429. snapDistance: number;
  107430. /**
  107431. * Event that fires each time the gizmo snaps to a new location.
  107432. * * snapDistance is the the change in distance
  107433. */
  107434. onSnapObservable: Observable<{
  107435. snapDistance: number;
  107436. }>;
  107437. private _isEnabled;
  107438. private _parent;
  107439. /**
  107440. * Creates a PlaneRotationGizmo
  107441. * @param gizmoLayer The utility layer the gizmo will be added to
  107442. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107443. * @param color The color of the gizmo
  107444. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107445. */
  107446. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107447. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107448. /**
  107449. * If the gizmo is enabled
  107450. */
  107451. isEnabled: boolean;
  107452. /**
  107453. * Disposes of the gizmo
  107454. */
  107455. dispose(): void;
  107456. }
  107457. }
  107458. declare module BABYLON {
  107459. /**
  107460. * Gizmo that enables rotating a mesh along 3 axis
  107461. */
  107462. export class RotationGizmo extends Gizmo {
  107463. /**
  107464. * Internal gizmo used for interactions on the x axis
  107465. */
  107466. xGizmo: PlaneRotationGizmo;
  107467. /**
  107468. * Internal gizmo used for interactions on the y axis
  107469. */
  107470. yGizmo: PlaneRotationGizmo;
  107471. /**
  107472. * Internal gizmo used for interactions on the z axis
  107473. */
  107474. zGizmo: PlaneRotationGizmo;
  107475. /** Fires an event when any of it's sub gizmos are dragged */
  107476. onDragStartObservable: Observable<unknown>;
  107477. /** Fires an event when any of it's sub gizmos are released from dragging */
  107478. onDragEndObservable: Observable<unknown>;
  107479. private _meshAttached;
  107480. attachedMesh: Nullable<AbstractMesh>;
  107481. /**
  107482. * Creates a RotationGizmo
  107483. * @param gizmoLayer The utility layer the gizmo will be added to
  107484. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107485. */
  107486. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107487. updateGizmoRotationToMatchAttachedMesh: boolean;
  107488. /**
  107489. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107490. */
  107491. snapDistance: number;
  107492. /**
  107493. * Ratio for the scale of the gizmo (Default: 1)
  107494. */
  107495. scaleRatio: number;
  107496. /**
  107497. * Disposes of the gizmo
  107498. */
  107499. dispose(): void;
  107500. /**
  107501. * CustomMeshes are not supported by this gizmo
  107502. * @param mesh The mesh to replace the default mesh of the gizmo
  107503. */
  107504. setCustomMesh(mesh: Mesh): void;
  107505. }
  107506. }
  107507. declare module BABYLON {
  107508. /**
  107509. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107510. */
  107511. export class GizmoManager implements IDisposable {
  107512. private scene;
  107513. /**
  107514. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107515. */
  107516. gizmos: {
  107517. positionGizmo: Nullable<PositionGizmo>;
  107518. rotationGizmo: Nullable<RotationGizmo>;
  107519. scaleGizmo: Nullable<ScaleGizmo>;
  107520. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107521. };
  107522. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107523. clearGizmoOnEmptyPointerEvent: boolean;
  107524. /** Fires an event when the manager is attached to a mesh */
  107525. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107526. private _gizmosEnabled;
  107527. private _pointerObserver;
  107528. private _attachedMesh;
  107529. private _boundingBoxColor;
  107530. private _defaultUtilityLayer;
  107531. private _defaultKeepDepthUtilityLayer;
  107532. /**
  107533. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107534. */
  107535. boundingBoxDragBehavior: SixDofDragBehavior;
  107536. /**
  107537. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107538. */
  107539. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107540. /**
  107541. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107542. */
  107543. usePointerToAttachGizmos: boolean;
  107544. /**
  107545. * Utility layer that the bounding box gizmo belongs to
  107546. */
  107547. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107548. /**
  107549. * Utility layer that all gizmos besides bounding box belong to
  107550. */
  107551. readonly utilityLayer: UtilityLayerRenderer;
  107552. /**
  107553. * Instatiates a gizmo manager
  107554. * @param scene the scene to overlay the gizmos on top of
  107555. */
  107556. constructor(scene: Scene);
  107557. /**
  107558. * Attaches a set of gizmos to the specified mesh
  107559. * @param mesh The mesh the gizmo's should be attached to
  107560. */
  107561. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107562. /**
  107563. * If the position gizmo is enabled
  107564. */
  107565. positionGizmoEnabled: boolean;
  107566. /**
  107567. * If the rotation gizmo is enabled
  107568. */
  107569. rotationGizmoEnabled: boolean;
  107570. /**
  107571. * If the scale gizmo is enabled
  107572. */
  107573. scaleGizmoEnabled: boolean;
  107574. /**
  107575. * If the boundingBox gizmo is enabled
  107576. */
  107577. boundingBoxGizmoEnabled: boolean;
  107578. /**
  107579. * Disposes of the gizmo manager
  107580. */
  107581. dispose(): void;
  107582. }
  107583. }
  107584. declare module BABYLON {
  107585. /**
  107586. * A directional light is defined by a direction (what a surprise!).
  107587. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107588. * 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.
  107589. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107590. */
  107591. export class DirectionalLight extends ShadowLight {
  107592. private _shadowFrustumSize;
  107593. /**
  107594. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107595. */
  107596. /**
  107597. * Specifies a fix frustum size for the shadow generation.
  107598. */
  107599. shadowFrustumSize: number;
  107600. private _shadowOrthoScale;
  107601. /**
  107602. * Gets the shadow projection scale against the optimal computed one.
  107603. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107604. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107605. */
  107606. /**
  107607. * Sets the shadow projection scale against the optimal computed one.
  107608. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107609. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107610. */
  107611. shadowOrthoScale: number;
  107612. /**
  107613. * Automatically compute the projection matrix to best fit (including all the casters)
  107614. * on each frame.
  107615. */
  107616. autoUpdateExtends: boolean;
  107617. private _orthoLeft;
  107618. private _orthoRight;
  107619. private _orthoTop;
  107620. private _orthoBottom;
  107621. /**
  107622. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107623. * The directional light is emitted from everywhere in the given direction.
  107624. * It can cast shadows.
  107625. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107626. * @param name The friendly name of the light
  107627. * @param direction The direction of the light
  107628. * @param scene The scene the light belongs to
  107629. */
  107630. constructor(name: string, direction: Vector3, scene: Scene);
  107631. /**
  107632. * Returns the string "DirectionalLight".
  107633. * @return The class name
  107634. */
  107635. getClassName(): string;
  107636. /**
  107637. * Returns the integer 1.
  107638. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107639. */
  107640. getTypeID(): number;
  107641. /**
  107642. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107643. * Returns the DirectionalLight Shadow projection matrix.
  107644. */
  107645. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107646. /**
  107647. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107648. * Returns the DirectionalLight Shadow projection matrix.
  107649. */
  107650. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107651. /**
  107652. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107653. * Returns the DirectionalLight Shadow projection matrix.
  107654. */
  107655. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107656. protected _buildUniformLayout(): void;
  107657. /**
  107658. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107659. * @param effect The effect to update
  107660. * @param lightIndex The index of the light in the effect to update
  107661. * @returns The directional light
  107662. */
  107663. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107664. /**
  107665. * Gets the minZ used for shadow according to both the scene and the light.
  107666. *
  107667. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107668. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107669. * @param activeCamera The camera we are returning the min for
  107670. * @returns the depth min z
  107671. */
  107672. getDepthMinZ(activeCamera: Camera): number;
  107673. /**
  107674. * Gets the maxZ used for shadow according to both the scene and the light.
  107675. *
  107676. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107677. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107678. * @param activeCamera The camera we are returning the max for
  107679. * @returns the depth max z
  107680. */
  107681. getDepthMaxZ(activeCamera: Camera): number;
  107682. /**
  107683. * Prepares the list of defines specific to the light type.
  107684. * @param defines the list of defines
  107685. * @param lightIndex defines the index of the light for the effect
  107686. */
  107687. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107688. }
  107689. }
  107690. declare module BABYLON {
  107691. /**
  107692. * Class containing static functions to help procedurally build meshes
  107693. */
  107694. export class HemisphereBuilder {
  107695. /**
  107696. * Creates a hemisphere mesh
  107697. * @param name defines the name of the mesh
  107698. * @param options defines the options used to create the mesh
  107699. * @param scene defines the hosting scene
  107700. * @returns the hemisphere mesh
  107701. */
  107702. static CreateHemisphere(name: string, options: {
  107703. segments?: number;
  107704. diameter?: number;
  107705. sideOrientation?: number;
  107706. }, scene: any): Mesh;
  107707. }
  107708. }
  107709. declare module BABYLON {
  107710. /**
  107711. * A spot light is defined by a position, a direction, an angle, and an exponent.
  107712. * These values define a cone of light starting from the position, emitting toward the direction.
  107713. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  107714. * and the exponent defines the speed of the decay of the light with distance (reach).
  107715. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107716. */
  107717. export class SpotLight extends ShadowLight {
  107718. private _angle;
  107719. private _innerAngle;
  107720. private _cosHalfAngle;
  107721. private _lightAngleScale;
  107722. private _lightAngleOffset;
  107723. /**
  107724. * Gets the cone angle of the spot light in Radians.
  107725. */
  107726. /**
  107727. * Sets the cone angle of the spot light in Radians.
  107728. */
  107729. angle: number;
  107730. /**
  107731. * Only used in gltf falloff mode, this defines the angle where
  107732. * the directional falloff will start before cutting at angle which could be seen
  107733. * as outer angle.
  107734. */
  107735. /**
  107736. * Only used in gltf falloff mode, this defines the angle where
  107737. * the directional falloff will start before cutting at angle which could be seen
  107738. * as outer angle.
  107739. */
  107740. innerAngle: number;
  107741. private _shadowAngleScale;
  107742. /**
  107743. * Allows scaling the angle of the light for shadow generation only.
  107744. */
  107745. /**
  107746. * Allows scaling the angle of the light for shadow generation only.
  107747. */
  107748. shadowAngleScale: number;
  107749. /**
  107750. * The light decay speed with the distance from the emission spot.
  107751. */
  107752. exponent: number;
  107753. private _projectionTextureMatrix;
  107754. /**
  107755. * Allows reading the projecton texture
  107756. */
  107757. readonly projectionTextureMatrix: Matrix;
  107758. protected _projectionTextureLightNear: number;
  107759. /**
  107760. * Gets the near clip of the Spotlight for texture projection.
  107761. */
  107762. /**
  107763. * Sets the near clip of the Spotlight for texture projection.
  107764. */
  107765. projectionTextureLightNear: number;
  107766. protected _projectionTextureLightFar: number;
  107767. /**
  107768. * Gets the far clip of the Spotlight for texture projection.
  107769. */
  107770. /**
  107771. * Sets the far clip of the Spotlight for texture projection.
  107772. */
  107773. projectionTextureLightFar: number;
  107774. protected _projectionTextureUpDirection: Vector3;
  107775. /**
  107776. * Gets the Up vector of the Spotlight for texture projection.
  107777. */
  107778. /**
  107779. * Sets the Up vector of the Spotlight for texture projection.
  107780. */
  107781. projectionTextureUpDirection: Vector3;
  107782. private _projectionTexture;
  107783. /**
  107784. * Gets the projection texture of the light.
  107785. */
  107786. /**
  107787. * Sets the projection texture of the light.
  107788. */
  107789. projectionTexture: Nullable<BaseTexture>;
  107790. private _projectionTextureViewLightDirty;
  107791. private _projectionTextureProjectionLightDirty;
  107792. private _projectionTextureDirty;
  107793. private _projectionTextureViewTargetVector;
  107794. private _projectionTextureViewLightMatrix;
  107795. private _projectionTextureProjectionLightMatrix;
  107796. private _projectionTextureScalingMatrix;
  107797. /**
  107798. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  107799. * It can cast shadows.
  107800. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107801. * @param name The light friendly name
  107802. * @param position The position of the spot light in the scene
  107803. * @param direction The direction of the light in the scene
  107804. * @param angle The cone angle of the light in Radians
  107805. * @param exponent The light decay speed with the distance from the emission spot
  107806. * @param scene The scene the lights belongs to
  107807. */
  107808. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  107809. /**
  107810. * Returns the string "SpotLight".
  107811. * @returns the class name
  107812. */
  107813. getClassName(): string;
  107814. /**
  107815. * Returns the integer 2.
  107816. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107817. */
  107818. getTypeID(): number;
  107819. /**
  107820. * Overrides the direction setter to recompute the projection texture view light Matrix.
  107821. */
  107822. protected _setDirection(value: Vector3): void;
  107823. /**
  107824. * Overrides the position setter to recompute the projection texture view light Matrix.
  107825. */
  107826. protected _setPosition(value: Vector3): void;
  107827. /**
  107828. * 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.
  107829. * Returns the SpotLight.
  107830. */
  107831. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107832. protected _computeProjectionTextureViewLightMatrix(): void;
  107833. protected _computeProjectionTextureProjectionLightMatrix(): void;
  107834. /**
  107835. * Main function for light texture projection matrix computing.
  107836. */
  107837. protected _computeProjectionTextureMatrix(): void;
  107838. protected _buildUniformLayout(): void;
  107839. private _computeAngleValues;
  107840. /**
  107841. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  107842. * @param effect The effect to update
  107843. * @param lightIndex The index of the light in the effect to update
  107844. * @returns The spot light
  107845. */
  107846. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  107847. /**
  107848. * Disposes the light and the associated resources.
  107849. */
  107850. dispose(): void;
  107851. /**
  107852. * Prepares the list of defines specific to the light type.
  107853. * @param defines the list of defines
  107854. * @param lightIndex defines the index of the light for the effect
  107855. */
  107856. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107857. }
  107858. }
  107859. declare module BABYLON {
  107860. /**
  107861. * Gizmo that enables viewing a light
  107862. */
  107863. export class LightGizmo extends Gizmo {
  107864. private _lightMesh;
  107865. private _material;
  107866. private cachedPosition;
  107867. private cachedForward;
  107868. /**
  107869. * Creates a LightGizmo
  107870. * @param gizmoLayer The utility layer the gizmo will be added to
  107871. */
  107872. constructor(gizmoLayer?: UtilityLayerRenderer);
  107873. private _light;
  107874. /**
  107875. * The light that the gizmo is attached to
  107876. */
  107877. light: Nullable<Light>;
  107878. /**
  107879. * @hidden
  107880. * Updates the gizmo to match the attached mesh's position/rotation
  107881. */
  107882. protected _update(): void;
  107883. private static _Scale;
  107884. /**
  107885. * Creates the lines for a light mesh
  107886. */
  107887. private static _createLightLines;
  107888. /**
  107889. * Disposes of the light gizmo
  107890. */
  107891. dispose(): void;
  107892. private static _CreateHemisphericLightMesh;
  107893. private static _CreatePointLightMesh;
  107894. private static _CreateSpotLightMesh;
  107895. private static _CreateDirectionalLightMesh;
  107896. }
  107897. }
  107898. declare module BABYLON {
  107899. /** @hidden */
  107900. export var backgroundFragmentDeclaration: {
  107901. name: string;
  107902. shader: string;
  107903. };
  107904. }
  107905. declare module BABYLON {
  107906. /** @hidden */
  107907. export var backgroundUboDeclaration: {
  107908. name: string;
  107909. shader: string;
  107910. };
  107911. }
  107912. declare module BABYLON {
  107913. /** @hidden */
  107914. export var backgroundPixelShader: {
  107915. name: string;
  107916. shader: string;
  107917. };
  107918. }
  107919. declare module BABYLON {
  107920. /** @hidden */
  107921. export var backgroundVertexDeclaration: {
  107922. name: string;
  107923. shader: string;
  107924. };
  107925. }
  107926. declare module BABYLON {
  107927. /** @hidden */
  107928. export var backgroundVertexShader: {
  107929. name: string;
  107930. shader: string;
  107931. };
  107932. }
  107933. declare module BABYLON {
  107934. /**
  107935. * Background material used to create an efficient environement around your scene.
  107936. */
  107937. export class BackgroundMaterial extends PushMaterial {
  107938. /**
  107939. * Standard reflectance value at parallel view angle.
  107940. */
  107941. static StandardReflectance0: number;
  107942. /**
  107943. * Standard reflectance value at grazing angle.
  107944. */
  107945. static StandardReflectance90: number;
  107946. protected _primaryColor: Color3;
  107947. /**
  107948. * Key light Color (multiply against the environement texture)
  107949. */
  107950. primaryColor: Color3;
  107951. protected __perceptualColor: Nullable<Color3>;
  107952. /**
  107953. * Experimental Internal Use Only.
  107954. *
  107955. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  107956. * This acts as a helper to set the primary color to a more "human friendly" value.
  107957. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  107958. * output color as close as possible from the chosen value.
  107959. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  107960. * part of lighting setup.)
  107961. */
  107962. _perceptualColor: Nullable<Color3>;
  107963. protected _primaryColorShadowLevel: float;
  107964. /**
  107965. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  107966. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  107967. */
  107968. primaryColorShadowLevel: float;
  107969. protected _primaryColorHighlightLevel: float;
  107970. /**
  107971. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  107972. * The primary color is used at the level chosen to define what the white area would look.
  107973. */
  107974. primaryColorHighlightLevel: float;
  107975. protected _reflectionTexture: Nullable<BaseTexture>;
  107976. /**
  107977. * Reflection Texture used in the material.
  107978. * Should be author in a specific way for the best result (refer to the documentation).
  107979. */
  107980. reflectionTexture: Nullable<BaseTexture>;
  107981. protected _reflectionBlur: float;
  107982. /**
  107983. * Reflection Texture level of blur.
  107984. *
  107985. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  107986. * texture twice.
  107987. */
  107988. reflectionBlur: float;
  107989. protected _diffuseTexture: Nullable<BaseTexture>;
  107990. /**
  107991. * Diffuse Texture used in the material.
  107992. * Should be author in a specific way for the best result (refer to the documentation).
  107993. */
  107994. diffuseTexture: Nullable<BaseTexture>;
  107995. protected _shadowLights: Nullable<IShadowLight[]>;
  107996. /**
  107997. * Specify the list of lights casting shadow on the material.
  107998. * All scene shadow lights will be included if null.
  107999. */
  108000. shadowLights: Nullable<IShadowLight[]>;
  108001. protected _shadowLevel: float;
  108002. /**
  108003. * Helps adjusting the shadow to a softer level if required.
  108004. * 0 means black shadows and 1 means no shadows.
  108005. */
  108006. shadowLevel: float;
  108007. protected _sceneCenter: Vector3;
  108008. /**
  108009. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108010. * It is usually zero but might be interesting to modify according to your setup.
  108011. */
  108012. sceneCenter: Vector3;
  108013. protected _opacityFresnel: boolean;
  108014. /**
  108015. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108016. * This helps ensuring a nice transition when the camera goes under the ground.
  108017. */
  108018. opacityFresnel: boolean;
  108019. protected _reflectionFresnel: boolean;
  108020. /**
  108021. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108022. * This helps adding a mirror texture on the ground.
  108023. */
  108024. reflectionFresnel: boolean;
  108025. protected _reflectionFalloffDistance: number;
  108026. /**
  108027. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108028. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108029. */
  108030. reflectionFalloffDistance: number;
  108031. protected _reflectionAmount: number;
  108032. /**
  108033. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108034. */
  108035. reflectionAmount: number;
  108036. protected _reflectionReflectance0: number;
  108037. /**
  108038. * This specifies the weight of the reflection at grazing angle.
  108039. */
  108040. reflectionReflectance0: number;
  108041. protected _reflectionReflectance90: number;
  108042. /**
  108043. * This specifies the weight of the reflection at a perpendicular point of view.
  108044. */
  108045. reflectionReflectance90: number;
  108046. /**
  108047. * Sets the reflection reflectance fresnel values according to the default standard
  108048. * empirically know to work well :-)
  108049. */
  108050. reflectionStandardFresnelWeight: number;
  108051. protected _useRGBColor: boolean;
  108052. /**
  108053. * Helps to directly use the maps channels instead of their level.
  108054. */
  108055. useRGBColor: boolean;
  108056. protected _enableNoise: boolean;
  108057. /**
  108058. * This helps reducing the banding effect that could occur on the background.
  108059. */
  108060. enableNoise: boolean;
  108061. /**
  108062. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108063. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108064. * Recommended to be keep at 1.0 except for special cases.
  108065. */
  108066. fovMultiplier: number;
  108067. private _fovMultiplier;
  108068. /**
  108069. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108070. */
  108071. useEquirectangularFOV: boolean;
  108072. private _maxSimultaneousLights;
  108073. /**
  108074. * Number of Simultaneous lights allowed on the material.
  108075. */
  108076. maxSimultaneousLights: int;
  108077. /**
  108078. * Default configuration related to image processing available in the Background Material.
  108079. */
  108080. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108081. /**
  108082. * Keep track of the image processing observer to allow dispose and replace.
  108083. */
  108084. private _imageProcessingObserver;
  108085. /**
  108086. * Attaches a new image processing configuration to the PBR Material.
  108087. * @param configuration (if null the scene configuration will be use)
  108088. */
  108089. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108090. /**
  108091. * Gets the image processing configuration used either in this material.
  108092. */
  108093. /**
  108094. * Sets the Default image processing configuration used either in the this material.
  108095. *
  108096. * If sets to null, the scene one is in use.
  108097. */
  108098. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108099. /**
  108100. * Gets wether the color curves effect is enabled.
  108101. */
  108102. /**
  108103. * Sets wether the color curves effect is enabled.
  108104. */
  108105. cameraColorCurvesEnabled: boolean;
  108106. /**
  108107. * Gets wether the color grading effect is enabled.
  108108. */
  108109. /**
  108110. * Gets wether the color grading effect is enabled.
  108111. */
  108112. cameraColorGradingEnabled: boolean;
  108113. /**
  108114. * Gets wether tonemapping is enabled or not.
  108115. */
  108116. /**
  108117. * Sets wether tonemapping is enabled or not
  108118. */
  108119. cameraToneMappingEnabled: boolean;
  108120. /**
  108121. * The camera exposure used on this material.
  108122. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108123. * This corresponds to a photographic exposure.
  108124. */
  108125. /**
  108126. * The camera exposure used on this material.
  108127. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108128. * This corresponds to a photographic exposure.
  108129. */
  108130. cameraExposure: float;
  108131. /**
  108132. * Gets The camera contrast used on this material.
  108133. */
  108134. /**
  108135. * Sets The camera contrast used on this material.
  108136. */
  108137. cameraContrast: float;
  108138. /**
  108139. * Gets the Color Grading 2D Lookup Texture.
  108140. */
  108141. /**
  108142. * Sets the Color Grading 2D Lookup Texture.
  108143. */
  108144. cameraColorGradingTexture: Nullable<BaseTexture>;
  108145. /**
  108146. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108147. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108148. * 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;
  108149. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108150. */
  108151. /**
  108152. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108153. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108154. * 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;
  108155. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108156. */
  108157. cameraColorCurves: Nullable<ColorCurves>;
  108158. /**
  108159. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108160. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108161. */
  108162. switchToBGR: boolean;
  108163. private _renderTargets;
  108164. private _reflectionControls;
  108165. private _white;
  108166. private _primaryShadowColor;
  108167. private _primaryHighlightColor;
  108168. /**
  108169. * Instantiates a Background Material in the given scene
  108170. * @param name The friendly name of the material
  108171. * @param scene The scene to add the material to
  108172. */
  108173. constructor(name: string, scene: Scene);
  108174. /**
  108175. * Gets a boolean indicating that current material needs to register RTT
  108176. */
  108177. readonly hasRenderTargetTextures: boolean;
  108178. /**
  108179. * The entire material has been created in order to prevent overdraw.
  108180. * @returns false
  108181. */
  108182. needAlphaTesting(): boolean;
  108183. /**
  108184. * The entire material has been created in order to prevent overdraw.
  108185. * @returns true if blending is enable
  108186. */
  108187. needAlphaBlending(): boolean;
  108188. /**
  108189. * Checks wether the material is ready to be rendered for a given mesh.
  108190. * @param mesh The mesh to render
  108191. * @param subMesh The submesh to check against
  108192. * @param useInstances Specify wether or not the material is used with instances
  108193. * @returns true if all the dependencies are ready (Textures, Effects...)
  108194. */
  108195. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108196. /**
  108197. * Compute the primary color according to the chosen perceptual color.
  108198. */
  108199. private _computePrimaryColorFromPerceptualColor;
  108200. /**
  108201. * Compute the highlights and shadow colors according to their chosen levels.
  108202. */
  108203. private _computePrimaryColors;
  108204. /**
  108205. * Build the uniform buffer used in the material.
  108206. */
  108207. buildUniformLayout(): void;
  108208. /**
  108209. * Unbind the material.
  108210. */
  108211. unbind(): void;
  108212. /**
  108213. * Bind only the world matrix to the material.
  108214. * @param world The world matrix to bind.
  108215. */
  108216. bindOnlyWorldMatrix(world: Matrix): void;
  108217. /**
  108218. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108219. * @param world The world matrix to bind.
  108220. * @param subMesh The submesh to bind for.
  108221. */
  108222. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108223. /**
  108224. * Dispose the material.
  108225. * @param forceDisposeEffect Force disposal of the associated effect.
  108226. * @param forceDisposeTextures Force disposal of the associated textures.
  108227. */
  108228. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108229. /**
  108230. * Clones the material.
  108231. * @param name The cloned name.
  108232. * @returns The cloned material.
  108233. */
  108234. clone(name: string): BackgroundMaterial;
  108235. /**
  108236. * Serializes the current material to its JSON representation.
  108237. * @returns The JSON representation.
  108238. */
  108239. serialize(): any;
  108240. /**
  108241. * Gets the class name of the material
  108242. * @returns "BackgroundMaterial"
  108243. */
  108244. getClassName(): string;
  108245. /**
  108246. * Parse a JSON input to create back a background material.
  108247. * @param source The JSON data to parse
  108248. * @param scene The scene to create the parsed material in
  108249. * @param rootUrl The root url of the assets the material depends upon
  108250. * @returns the instantiated BackgroundMaterial.
  108251. */
  108252. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108253. }
  108254. }
  108255. declare module BABYLON {
  108256. /**
  108257. * Represents the different options available during the creation of
  108258. * a Environment helper.
  108259. *
  108260. * This can control the default ground, skybox and image processing setup of your scene.
  108261. */
  108262. export interface IEnvironmentHelperOptions {
  108263. /**
  108264. * Specifies wether or not to create a ground.
  108265. * True by default.
  108266. */
  108267. createGround: boolean;
  108268. /**
  108269. * Specifies the ground size.
  108270. * 15 by default.
  108271. */
  108272. groundSize: number;
  108273. /**
  108274. * The texture used on the ground for the main color.
  108275. * Comes from the BabylonJS CDN by default.
  108276. *
  108277. * Remarks: Can be either a texture or a url.
  108278. */
  108279. groundTexture: string | BaseTexture;
  108280. /**
  108281. * The color mixed in the ground texture by default.
  108282. * BabylonJS clearColor by default.
  108283. */
  108284. groundColor: Color3;
  108285. /**
  108286. * Specifies the ground opacity.
  108287. * 1 by default.
  108288. */
  108289. groundOpacity: number;
  108290. /**
  108291. * Enables the ground to receive shadows.
  108292. * True by default.
  108293. */
  108294. enableGroundShadow: boolean;
  108295. /**
  108296. * Helps preventing the shadow to be fully black on the ground.
  108297. * 0.5 by default.
  108298. */
  108299. groundShadowLevel: number;
  108300. /**
  108301. * Creates a mirror texture attach to the ground.
  108302. * false by default.
  108303. */
  108304. enableGroundMirror: boolean;
  108305. /**
  108306. * Specifies the ground mirror size ratio.
  108307. * 0.3 by default as the default kernel is 64.
  108308. */
  108309. groundMirrorSizeRatio: number;
  108310. /**
  108311. * Specifies the ground mirror blur kernel size.
  108312. * 64 by default.
  108313. */
  108314. groundMirrorBlurKernel: number;
  108315. /**
  108316. * Specifies the ground mirror visibility amount.
  108317. * 1 by default
  108318. */
  108319. groundMirrorAmount: number;
  108320. /**
  108321. * Specifies the ground mirror reflectance weight.
  108322. * This uses the standard weight of the background material to setup the fresnel effect
  108323. * of the mirror.
  108324. * 1 by default.
  108325. */
  108326. groundMirrorFresnelWeight: number;
  108327. /**
  108328. * Specifies the ground mirror Falloff distance.
  108329. * This can helps reducing the size of the reflection.
  108330. * 0 by Default.
  108331. */
  108332. groundMirrorFallOffDistance: number;
  108333. /**
  108334. * Specifies the ground mirror texture type.
  108335. * Unsigned Int by Default.
  108336. */
  108337. groundMirrorTextureType: number;
  108338. /**
  108339. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108340. * the shown objects.
  108341. */
  108342. groundYBias: number;
  108343. /**
  108344. * Specifies wether or not to create a skybox.
  108345. * True by default.
  108346. */
  108347. createSkybox: boolean;
  108348. /**
  108349. * Specifies the skybox size.
  108350. * 20 by default.
  108351. */
  108352. skyboxSize: number;
  108353. /**
  108354. * The texture used on the skybox for the main color.
  108355. * Comes from the BabylonJS CDN by default.
  108356. *
  108357. * Remarks: Can be either a texture or a url.
  108358. */
  108359. skyboxTexture: string | BaseTexture;
  108360. /**
  108361. * The color mixed in the skybox texture by default.
  108362. * BabylonJS clearColor by default.
  108363. */
  108364. skyboxColor: Color3;
  108365. /**
  108366. * The background rotation around the Y axis of the scene.
  108367. * This helps aligning the key lights of your scene with the background.
  108368. * 0 by default.
  108369. */
  108370. backgroundYRotation: number;
  108371. /**
  108372. * Compute automatically the size of the elements to best fit with the scene.
  108373. */
  108374. sizeAuto: boolean;
  108375. /**
  108376. * Default position of the rootMesh if autoSize is not true.
  108377. */
  108378. rootPosition: Vector3;
  108379. /**
  108380. * Sets up the image processing in the scene.
  108381. * true by default.
  108382. */
  108383. setupImageProcessing: boolean;
  108384. /**
  108385. * The texture used as your environment texture in the scene.
  108386. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108387. *
  108388. * Remarks: Can be either a texture or a url.
  108389. */
  108390. environmentTexture: string | BaseTexture;
  108391. /**
  108392. * The value of the exposure to apply to the scene.
  108393. * 0.6 by default if setupImageProcessing is true.
  108394. */
  108395. cameraExposure: number;
  108396. /**
  108397. * The value of the contrast to apply to the scene.
  108398. * 1.6 by default if setupImageProcessing is true.
  108399. */
  108400. cameraContrast: number;
  108401. /**
  108402. * Specifies wether or not tonemapping should be enabled in the scene.
  108403. * true by default if setupImageProcessing is true.
  108404. */
  108405. toneMappingEnabled: boolean;
  108406. }
  108407. /**
  108408. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108409. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108410. * It also helps with the default setup of your imageProcessing configuration.
  108411. */
  108412. export class EnvironmentHelper {
  108413. /**
  108414. * Default ground texture URL.
  108415. */
  108416. private static _groundTextureCDNUrl;
  108417. /**
  108418. * Default skybox texture URL.
  108419. */
  108420. private static _skyboxTextureCDNUrl;
  108421. /**
  108422. * Default environment texture URL.
  108423. */
  108424. private static _environmentTextureCDNUrl;
  108425. /**
  108426. * Creates the default options for the helper.
  108427. */
  108428. private static _getDefaultOptions;
  108429. private _rootMesh;
  108430. /**
  108431. * Gets the root mesh created by the helper.
  108432. */
  108433. readonly rootMesh: Mesh;
  108434. private _skybox;
  108435. /**
  108436. * Gets the skybox created by the helper.
  108437. */
  108438. readonly skybox: Nullable<Mesh>;
  108439. private _skyboxTexture;
  108440. /**
  108441. * Gets the skybox texture created by the helper.
  108442. */
  108443. readonly skyboxTexture: Nullable<BaseTexture>;
  108444. private _skyboxMaterial;
  108445. /**
  108446. * Gets the skybox material created by the helper.
  108447. */
  108448. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108449. private _ground;
  108450. /**
  108451. * Gets the ground mesh created by the helper.
  108452. */
  108453. readonly ground: Nullable<Mesh>;
  108454. private _groundTexture;
  108455. /**
  108456. * Gets the ground texture created by the helper.
  108457. */
  108458. readonly groundTexture: Nullable<BaseTexture>;
  108459. private _groundMirror;
  108460. /**
  108461. * Gets the ground mirror created by the helper.
  108462. */
  108463. readonly groundMirror: Nullable<MirrorTexture>;
  108464. /**
  108465. * Gets the ground mirror render list to helps pushing the meshes
  108466. * you wish in the ground reflection.
  108467. */
  108468. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108469. private _groundMaterial;
  108470. /**
  108471. * Gets the ground material created by the helper.
  108472. */
  108473. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108474. /**
  108475. * Stores the creation options.
  108476. */
  108477. private readonly _scene;
  108478. private _options;
  108479. /**
  108480. * This observable will be notified with any error during the creation of the environment,
  108481. * mainly texture creation errors.
  108482. */
  108483. onErrorObservable: Observable<{
  108484. message?: string;
  108485. exception?: any;
  108486. }>;
  108487. /**
  108488. * constructor
  108489. * @param options Defines the options we want to customize the helper
  108490. * @param scene The scene to add the material to
  108491. */
  108492. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108493. /**
  108494. * Updates the background according to the new options
  108495. * @param options
  108496. */
  108497. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108498. /**
  108499. * Sets the primary color of all the available elements.
  108500. * @param color the main color to affect to the ground and the background
  108501. */
  108502. setMainColor(color: Color3): void;
  108503. /**
  108504. * Setup the image processing according to the specified options.
  108505. */
  108506. private _setupImageProcessing;
  108507. /**
  108508. * Setup the environment texture according to the specified options.
  108509. */
  108510. private _setupEnvironmentTexture;
  108511. /**
  108512. * Setup the background according to the specified options.
  108513. */
  108514. private _setupBackground;
  108515. /**
  108516. * Get the scene sizes according to the setup.
  108517. */
  108518. private _getSceneSize;
  108519. /**
  108520. * Setup the ground according to the specified options.
  108521. */
  108522. private _setupGround;
  108523. /**
  108524. * Setup the ground material according to the specified options.
  108525. */
  108526. private _setupGroundMaterial;
  108527. /**
  108528. * Setup the ground diffuse texture according to the specified options.
  108529. */
  108530. private _setupGroundDiffuseTexture;
  108531. /**
  108532. * Setup the ground mirror texture according to the specified options.
  108533. */
  108534. private _setupGroundMirrorTexture;
  108535. /**
  108536. * Setup the ground to receive the mirror texture.
  108537. */
  108538. private _setupMirrorInGroundMaterial;
  108539. /**
  108540. * Setup the skybox according to the specified options.
  108541. */
  108542. private _setupSkybox;
  108543. /**
  108544. * Setup the skybox material according to the specified options.
  108545. */
  108546. private _setupSkyboxMaterial;
  108547. /**
  108548. * Setup the skybox reflection texture according to the specified options.
  108549. */
  108550. private _setupSkyboxReflectionTexture;
  108551. private _errorHandler;
  108552. /**
  108553. * Dispose all the elements created by the Helper.
  108554. */
  108555. dispose(): void;
  108556. }
  108557. }
  108558. declare module BABYLON {
  108559. /**
  108560. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108561. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108562. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108563. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108564. */
  108565. export class PhotoDome extends TransformNode {
  108566. /**
  108567. * Define the image as a Monoscopic panoramic 360 image.
  108568. */
  108569. static readonly MODE_MONOSCOPIC: number;
  108570. /**
  108571. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108572. */
  108573. static readonly MODE_TOPBOTTOM: number;
  108574. /**
  108575. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108576. */
  108577. static readonly MODE_SIDEBYSIDE: number;
  108578. private _useDirectMapping;
  108579. /**
  108580. * The texture being displayed on the sphere
  108581. */
  108582. protected _photoTexture: Texture;
  108583. /**
  108584. * Gets or sets the texture being displayed on the sphere
  108585. */
  108586. photoTexture: Texture;
  108587. /**
  108588. * Observable raised when an error occured while loading the 360 image
  108589. */
  108590. onLoadErrorObservable: Observable<string>;
  108591. /**
  108592. * The skybox material
  108593. */
  108594. protected _material: BackgroundMaterial;
  108595. /**
  108596. * The surface used for the skybox
  108597. */
  108598. protected _mesh: Mesh;
  108599. /**
  108600. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108601. * Also see the options.resolution property.
  108602. */
  108603. fovMultiplier: number;
  108604. private _imageMode;
  108605. /**
  108606. * Gets or set the current video mode for the video. It can be:
  108607. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108608. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108609. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108610. */
  108611. imageMode: number;
  108612. /**
  108613. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108614. * @param name Element's name, child elements will append suffixes for their own names.
  108615. * @param urlsOfPhoto defines the url of the photo to display
  108616. * @param options defines an object containing optional or exposed sub element properties
  108617. * @param onError defines a callback called when an error occured while loading the texture
  108618. */
  108619. constructor(name: string, urlOfPhoto: string, options: {
  108620. resolution?: number;
  108621. size?: number;
  108622. useDirectMapping?: boolean;
  108623. faceForward?: boolean;
  108624. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108625. private _onBeforeCameraRenderObserver;
  108626. private _changeImageMode;
  108627. /**
  108628. * Releases resources associated with this node.
  108629. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108630. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108631. */
  108632. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108633. }
  108634. }
  108635. declare module BABYLON {
  108636. /** @hidden */
  108637. export var rgbdDecodePixelShader: {
  108638. name: string;
  108639. shader: string;
  108640. };
  108641. }
  108642. declare module BABYLON {
  108643. /**
  108644. * Class used to host texture specific utilities
  108645. */
  108646. export class BRDFTextureTools {
  108647. /**
  108648. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108649. * @param texture the texture to expand.
  108650. */
  108651. private static _ExpandDefaultBRDFTexture;
  108652. /**
  108653. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108654. * @param scene defines the hosting scene
  108655. * @returns the environment BRDF texture
  108656. */
  108657. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108658. private static _environmentBRDFBase64Texture;
  108659. }
  108660. }
  108661. declare module BABYLON {
  108662. /**
  108663. * @hidden
  108664. */
  108665. export interface IMaterialClearCoatDefines {
  108666. CLEARCOAT: boolean;
  108667. CLEARCOAT_DEFAULTIOR: boolean;
  108668. CLEARCOAT_TEXTURE: boolean;
  108669. CLEARCOAT_TEXTUREDIRECTUV: number;
  108670. CLEARCOAT_BUMP: boolean;
  108671. CLEARCOAT_BUMPDIRECTUV: number;
  108672. CLEARCOAT_TINT: boolean;
  108673. CLEARCOAT_TINT_TEXTURE: boolean;
  108674. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108675. /** @hidden */
  108676. _areTexturesDirty: boolean;
  108677. }
  108678. /**
  108679. * Define the code related to the clear coat parameters of the pbr material.
  108680. */
  108681. export class PBRClearCoatConfiguration {
  108682. /**
  108683. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108684. * The default fits with a polyurethane material.
  108685. */
  108686. private static readonly _DefaultIndexOfRefraction;
  108687. private _isEnabled;
  108688. /**
  108689. * Defines if the clear coat is enabled in the material.
  108690. */
  108691. isEnabled: boolean;
  108692. /**
  108693. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108694. */
  108695. intensity: number;
  108696. /**
  108697. * Defines the clear coat layer roughness.
  108698. */
  108699. roughness: number;
  108700. private _indexOfRefraction;
  108701. /**
  108702. * Defines the index of refraction of the clear coat.
  108703. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108704. * The default fits with a polyurethane material.
  108705. * Changing the default value is more performance intensive.
  108706. */
  108707. indexOfRefraction: number;
  108708. private _texture;
  108709. /**
  108710. * Stores the clear coat values in a texture.
  108711. */
  108712. texture: Nullable<BaseTexture>;
  108713. private _bumpTexture;
  108714. /**
  108715. * Define the clear coat specific bump texture.
  108716. */
  108717. bumpTexture: Nullable<BaseTexture>;
  108718. private _isTintEnabled;
  108719. /**
  108720. * Defines if the clear coat tint is enabled in the material.
  108721. */
  108722. isTintEnabled: boolean;
  108723. /**
  108724. * Defines the clear coat tint of the material.
  108725. * This is only use if tint is enabled
  108726. */
  108727. tintColor: Color3;
  108728. /**
  108729. * Defines the distance at which the tint color should be found in the
  108730. * clear coat media.
  108731. * This is only use if tint is enabled
  108732. */
  108733. tintColorAtDistance: number;
  108734. /**
  108735. * Defines the clear coat layer thickness.
  108736. * This is only use if tint is enabled
  108737. */
  108738. tintThickness: number;
  108739. private _tintTexture;
  108740. /**
  108741. * Stores the clear tint values in a texture.
  108742. * rgb is tint
  108743. * a is a thickness factor
  108744. */
  108745. tintTexture: Nullable<BaseTexture>;
  108746. /** @hidden */
  108747. private _internalMarkAllSubMeshesAsTexturesDirty;
  108748. /** @hidden */
  108749. _markAllSubMeshesAsTexturesDirty(): void;
  108750. /**
  108751. * Instantiate a new istance of clear coat configuration.
  108752. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108753. */
  108754. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108755. /**
  108756. * Gets wehter the submesh is ready to be used or not.
  108757. * @param defines the list of "defines" to update.
  108758. * @param scene defines the scene the material belongs to.
  108759. * @param engine defines the engine the material belongs to.
  108760. * @param disableBumpMap defines wether the material disables bump or not.
  108761. * @returns - boolean indicating that the submesh is ready or not.
  108762. */
  108763. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  108764. /**
  108765. * Checks to see if a texture is used in the material.
  108766. * @param defines the list of "defines" to update.
  108767. * @param scene defines the scene to the material belongs to.
  108768. */
  108769. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  108770. /**
  108771. * Binds the material data.
  108772. * @param uniformBuffer defines the Uniform buffer to fill in.
  108773. * @param scene defines the scene the material belongs to.
  108774. * @param engine defines the engine the material belongs to.
  108775. * @param disableBumpMap defines wether the material disables bump or not.
  108776. * @param isFrozen defines wether the material is frozen or not.
  108777. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  108778. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  108779. */
  108780. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  108781. /**
  108782. * Checks to see if a texture is used in the material.
  108783. * @param texture - Base texture to use.
  108784. * @returns - Boolean specifying if a texture is used in the material.
  108785. */
  108786. hasTexture(texture: BaseTexture): boolean;
  108787. /**
  108788. * Returns an array of the actively used textures.
  108789. * @param activeTextures Array of BaseTextures
  108790. */
  108791. getActiveTextures(activeTextures: BaseTexture[]): void;
  108792. /**
  108793. * Returns the animatable textures.
  108794. * @param animatables Array of animatable textures.
  108795. */
  108796. getAnimatables(animatables: IAnimatable[]): void;
  108797. /**
  108798. * Disposes the resources of the material.
  108799. * @param forceDisposeTextures - Forces the disposal of all textures.
  108800. */
  108801. dispose(forceDisposeTextures?: boolean): void;
  108802. /**
  108803. * Get the current class name of the texture useful for serialization or dynamic coding.
  108804. * @returns "PBRClearCoatConfiguration"
  108805. */
  108806. getClassName(): string;
  108807. /**
  108808. * Add fallbacks to the effect fallbacks list.
  108809. * @param defines defines the Base texture to use.
  108810. * @param fallbacks defines the current fallback list.
  108811. * @param currentRank defines the current fallback rank.
  108812. * @returns the new fallback rank.
  108813. */
  108814. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108815. /**
  108816. * Add the required uniforms to the current list.
  108817. * @param uniforms defines the current uniform list.
  108818. */
  108819. static AddUniforms(uniforms: string[]): void;
  108820. /**
  108821. * Add the required samplers to the current list.
  108822. * @param samplers defines the current sampler list.
  108823. */
  108824. static AddSamplers(samplers: string[]): void;
  108825. /**
  108826. * Add the required uniforms to the current buffer.
  108827. * @param uniformBuffer defines the current uniform buffer.
  108828. */
  108829. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108830. /**
  108831. * Makes a duplicate of the current configuration into another one.
  108832. * @param clearCoatConfiguration define the config where to copy the info
  108833. */
  108834. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  108835. /**
  108836. * Serializes this clear coat configuration.
  108837. * @returns - An object with the serialized config.
  108838. */
  108839. serialize(): any;
  108840. /**
  108841. * Parses a anisotropy Configuration from a serialized object.
  108842. * @param source - Serialized object.
  108843. * @param scene Defines the scene we are parsing for
  108844. * @param rootUrl Defines the rootUrl to load from
  108845. */
  108846. parse(source: any, scene: Scene, rootUrl: string): void;
  108847. }
  108848. }
  108849. declare module BABYLON {
  108850. /**
  108851. * @hidden
  108852. */
  108853. export interface IMaterialAnisotropicDefines {
  108854. ANISOTROPIC: boolean;
  108855. ANISOTROPIC_TEXTURE: boolean;
  108856. ANISOTROPIC_TEXTUREDIRECTUV: number;
  108857. MAINUV1: boolean;
  108858. _areTexturesDirty: boolean;
  108859. _needUVs: boolean;
  108860. }
  108861. /**
  108862. * Define the code related to the anisotropic parameters of the pbr material.
  108863. */
  108864. export class PBRAnisotropicConfiguration {
  108865. private _isEnabled;
  108866. /**
  108867. * Defines if the anisotropy is enabled in the material.
  108868. */
  108869. isEnabled: boolean;
  108870. /**
  108871. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  108872. */
  108873. intensity: number;
  108874. /**
  108875. * Defines if the effect is along the tangents, bitangents or in between.
  108876. * By default, the effect is "strectching" the highlights along the tangents.
  108877. */
  108878. direction: Vector2;
  108879. private _texture;
  108880. /**
  108881. * Stores the anisotropy values in a texture.
  108882. * rg is direction (like normal from -1 to 1)
  108883. * b is a intensity
  108884. */
  108885. texture: Nullable<BaseTexture>;
  108886. /** @hidden */
  108887. private _internalMarkAllSubMeshesAsTexturesDirty;
  108888. /** @hidden */
  108889. _markAllSubMeshesAsTexturesDirty(): void;
  108890. /**
  108891. * Instantiate a new istance of anisotropy configuration.
  108892. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108893. */
  108894. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108895. /**
  108896. * Specifies that the submesh is ready to be used.
  108897. * @param defines the list of "defines" to update.
  108898. * @param scene defines the scene the material belongs to.
  108899. * @returns - boolean indicating that the submesh is ready or not.
  108900. */
  108901. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  108902. /**
  108903. * Checks to see if a texture is used in the material.
  108904. * @param defines the list of "defines" to update.
  108905. * @param mesh the mesh we are preparing the defines for.
  108906. * @param scene defines the scene the material belongs to.
  108907. */
  108908. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  108909. /**
  108910. * Binds the material data.
  108911. * @param uniformBuffer defines the Uniform buffer to fill in.
  108912. * @param scene defines the scene the material belongs to.
  108913. * @param isFrozen defines wether the material is frozen or not.
  108914. */
  108915. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  108916. /**
  108917. * Checks to see if a texture is used in the material.
  108918. * @param texture - Base texture to use.
  108919. * @returns - Boolean specifying if a texture is used in the material.
  108920. */
  108921. hasTexture(texture: BaseTexture): boolean;
  108922. /**
  108923. * Returns an array of the actively used textures.
  108924. * @param activeTextures Array of BaseTextures
  108925. */
  108926. getActiveTextures(activeTextures: BaseTexture[]): void;
  108927. /**
  108928. * Returns the animatable textures.
  108929. * @param animatables Array of animatable textures.
  108930. */
  108931. getAnimatables(animatables: IAnimatable[]): void;
  108932. /**
  108933. * Disposes the resources of the material.
  108934. * @param forceDisposeTextures - Forces the disposal of all textures.
  108935. */
  108936. dispose(forceDisposeTextures?: boolean): void;
  108937. /**
  108938. * Get the current class name of the texture useful for serialization or dynamic coding.
  108939. * @returns "PBRAnisotropicConfiguration"
  108940. */
  108941. getClassName(): string;
  108942. /**
  108943. * Add fallbacks to the effect fallbacks list.
  108944. * @param defines defines the Base texture to use.
  108945. * @param fallbacks defines the current fallback list.
  108946. * @param currentRank defines the current fallback rank.
  108947. * @returns the new fallback rank.
  108948. */
  108949. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108950. /**
  108951. * Add the required uniforms to the current list.
  108952. * @param uniforms defines the current uniform list.
  108953. */
  108954. static AddUniforms(uniforms: string[]): void;
  108955. /**
  108956. * Add the required uniforms to the current buffer.
  108957. * @param uniformBuffer defines the current uniform buffer.
  108958. */
  108959. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108960. /**
  108961. * Add the required samplers to the current list.
  108962. * @param samplers defines the current sampler list.
  108963. */
  108964. static AddSamplers(samplers: string[]): void;
  108965. /**
  108966. * Makes a duplicate of the current configuration into another one.
  108967. * @param anisotropicConfiguration define the config where to copy the info
  108968. */
  108969. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  108970. /**
  108971. * Serializes this anisotropy configuration.
  108972. * @returns - An object with the serialized config.
  108973. */
  108974. serialize(): any;
  108975. /**
  108976. * Parses a anisotropy Configuration from a serialized object.
  108977. * @param source - Serialized object.
  108978. * @param scene Defines the scene we are parsing for
  108979. * @param rootUrl Defines the rootUrl to load from
  108980. */
  108981. parse(source: any, scene: Scene, rootUrl: string): void;
  108982. }
  108983. }
  108984. declare module BABYLON {
  108985. /**
  108986. * @hidden
  108987. */
  108988. export interface IMaterialBRDFDefines {
  108989. BRDF_V_HEIGHT_CORRELATED: boolean;
  108990. MS_BRDF_ENERGY_CONSERVATION: boolean;
  108991. SPHERICAL_HARMONICS: boolean;
  108992. /** @hidden */
  108993. _areMiscDirty: boolean;
  108994. }
  108995. /**
  108996. * Define the code related to the BRDF parameters of the pbr material.
  108997. */
  108998. export class PBRBRDFConfiguration {
  108999. /**
  109000. * Default value used for the energy conservation.
  109001. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109002. */
  109003. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109004. /**
  109005. * Default value used for the Smith Visibility Height Correlated mode.
  109006. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109007. */
  109008. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109009. /**
  109010. * Default value used for the IBL diffuse part.
  109011. * This can help switching back to the polynomials mode globally which is a tiny bit
  109012. * less GPU intensive at the drawback of a lower quality.
  109013. */
  109014. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109015. private _useEnergyConservation;
  109016. /**
  109017. * Defines if the material uses energy conservation.
  109018. */
  109019. useEnergyConservation: boolean;
  109020. private _useSmithVisibilityHeightCorrelated;
  109021. /**
  109022. * LEGACY Mode set to false
  109023. * Defines if the material uses height smith correlated visibility term.
  109024. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109025. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109026. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109027. * Not relying on height correlated will also disable energy conservation.
  109028. */
  109029. useSmithVisibilityHeightCorrelated: boolean;
  109030. private _useSphericalHarmonics;
  109031. /**
  109032. * LEGACY Mode set to false
  109033. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109034. * diffuse part of the IBL.
  109035. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109036. * to the ground truth.
  109037. */
  109038. useSphericalHarmonics: boolean;
  109039. /** @hidden */
  109040. private _internalMarkAllSubMeshesAsMiscDirty;
  109041. /** @hidden */
  109042. _markAllSubMeshesAsMiscDirty(): void;
  109043. /**
  109044. * Instantiate a new istance of clear coat configuration.
  109045. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109046. */
  109047. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109048. /**
  109049. * Checks to see if a texture is used in the material.
  109050. * @param defines the list of "defines" to update.
  109051. */
  109052. prepareDefines(defines: IMaterialBRDFDefines): void;
  109053. /**
  109054. * Get the current class name of the texture useful for serialization or dynamic coding.
  109055. * @returns "PBRClearCoatConfiguration"
  109056. */
  109057. getClassName(): string;
  109058. /**
  109059. * Makes a duplicate of the current configuration into another one.
  109060. * @param brdfConfiguration define the config where to copy the info
  109061. */
  109062. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109063. /**
  109064. * Serializes this BRDF configuration.
  109065. * @returns - An object with the serialized config.
  109066. */
  109067. serialize(): any;
  109068. /**
  109069. * Parses a anisotropy Configuration from a serialized object.
  109070. * @param source - Serialized object.
  109071. * @param scene Defines the scene we are parsing for
  109072. * @param rootUrl Defines the rootUrl to load from
  109073. */
  109074. parse(source: any, scene: Scene, rootUrl: string): void;
  109075. }
  109076. }
  109077. declare module BABYLON {
  109078. /**
  109079. * @hidden
  109080. */
  109081. export interface IMaterialSheenDefines {
  109082. SHEEN: boolean;
  109083. SHEEN_TEXTURE: boolean;
  109084. SHEEN_TEXTUREDIRECTUV: number;
  109085. SHEEN_LINKWITHALBEDO: boolean;
  109086. /** @hidden */
  109087. _areTexturesDirty: boolean;
  109088. }
  109089. /**
  109090. * Define the code related to the Sheen parameters of the pbr material.
  109091. */
  109092. export class PBRSheenConfiguration {
  109093. private _isEnabled;
  109094. /**
  109095. * Defines if the material uses sheen.
  109096. */
  109097. isEnabled: boolean;
  109098. private _linkSheenWithAlbedo;
  109099. /**
  109100. * Defines if the sheen is linked to the sheen color.
  109101. */
  109102. linkSheenWithAlbedo: boolean;
  109103. /**
  109104. * Defines the sheen intensity.
  109105. */
  109106. intensity: number;
  109107. /**
  109108. * Defines the sheen color.
  109109. */
  109110. color: Color3;
  109111. private _texture;
  109112. /**
  109113. * Stores the sheen tint values in a texture.
  109114. * rgb is tint
  109115. * a is a intensity
  109116. */
  109117. texture: Nullable<BaseTexture>;
  109118. /** @hidden */
  109119. private _internalMarkAllSubMeshesAsTexturesDirty;
  109120. /** @hidden */
  109121. _markAllSubMeshesAsTexturesDirty(): void;
  109122. /**
  109123. * Instantiate a new istance of clear coat configuration.
  109124. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109125. */
  109126. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109127. /**
  109128. * Specifies that the submesh is ready to be used.
  109129. * @param defines the list of "defines" to update.
  109130. * @param scene defines the scene the material belongs to.
  109131. * @returns - boolean indicating that the submesh is ready or not.
  109132. */
  109133. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): 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 the material belongs to.
  109138. */
  109139. prepareDefines(defines: IMaterialSheenDefines, 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 isFrozen defines wether the material is frozen or not.
  109145. */
  109146. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109147. /**
  109148. * Checks to see if a texture is used in the material.
  109149. * @param texture - Base texture to use.
  109150. * @returns - Boolean specifying if a texture is used in the material.
  109151. */
  109152. hasTexture(texture: BaseTexture): boolean;
  109153. /**
  109154. * Returns an array of the actively used textures.
  109155. * @param activeTextures Array of BaseTextures
  109156. */
  109157. getActiveTextures(activeTextures: BaseTexture[]): void;
  109158. /**
  109159. * Returns the animatable textures.
  109160. * @param animatables Array of animatable textures.
  109161. */
  109162. getAnimatables(animatables: IAnimatable[]): void;
  109163. /**
  109164. * Disposes the resources of the material.
  109165. * @param forceDisposeTextures - Forces the disposal of all textures.
  109166. */
  109167. dispose(forceDisposeTextures?: boolean): void;
  109168. /**
  109169. * Get the current class name of the texture useful for serialization or dynamic coding.
  109170. * @returns "PBRSheenConfiguration"
  109171. */
  109172. getClassName(): string;
  109173. /**
  109174. * Add fallbacks to the effect fallbacks list.
  109175. * @param defines defines the Base texture to use.
  109176. * @param fallbacks defines the current fallback list.
  109177. * @param currentRank defines the current fallback rank.
  109178. * @returns the new fallback rank.
  109179. */
  109180. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109181. /**
  109182. * Add the required uniforms to the current list.
  109183. * @param uniforms defines the current uniform list.
  109184. */
  109185. static AddUniforms(uniforms: string[]): void;
  109186. /**
  109187. * Add the required uniforms to the current buffer.
  109188. * @param uniformBuffer defines the current uniform buffer.
  109189. */
  109190. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109191. /**
  109192. * Add the required samplers to the current list.
  109193. * @param samplers defines the current sampler list.
  109194. */
  109195. static AddSamplers(samplers: string[]): void;
  109196. /**
  109197. * Makes a duplicate of the current configuration into another one.
  109198. * @param sheenConfiguration define the config where to copy the info
  109199. */
  109200. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109201. /**
  109202. * Serializes this BRDF configuration.
  109203. * @returns - An object with the serialized config.
  109204. */
  109205. serialize(): any;
  109206. /**
  109207. * Parses a anisotropy Configuration from a serialized object.
  109208. * @param source - Serialized object.
  109209. * @param scene Defines the scene we are parsing for
  109210. * @param rootUrl Defines the rootUrl to load from
  109211. */
  109212. parse(source: any, scene: Scene, rootUrl: string): void;
  109213. }
  109214. }
  109215. declare module BABYLON {
  109216. /**
  109217. * @hidden
  109218. */
  109219. export interface IMaterialSubSurfaceDefines {
  109220. SUBSURFACE: boolean;
  109221. SS_REFRACTION: boolean;
  109222. SS_TRANSLUCENCY: boolean;
  109223. SS_SCATERRING: boolean;
  109224. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109225. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109226. SS_REFRACTIONMAP_3D: boolean;
  109227. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109228. SS_LODINREFRACTIONALPHA: boolean;
  109229. SS_GAMMAREFRACTION: boolean;
  109230. SS_RGBDREFRACTION: boolean;
  109231. SS_LINEARSPECULARREFRACTION: boolean;
  109232. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109233. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109234. /** @hidden */
  109235. _areTexturesDirty: boolean;
  109236. }
  109237. /**
  109238. * Define the code related to the sub surface parameters of the pbr material.
  109239. */
  109240. export class PBRSubSurfaceConfiguration {
  109241. private _isRefractionEnabled;
  109242. /**
  109243. * Defines if the refraction is enabled in the material.
  109244. */
  109245. isRefractionEnabled: boolean;
  109246. private _isTranslucencyEnabled;
  109247. /**
  109248. * Defines if the translucency is enabled in the material.
  109249. */
  109250. isTranslucencyEnabled: boolean;
  109251. private _isScatteringEnabled;
  109252. /**
  109253. * Defines the refraction intensity of the material.
  109254. * The refraction when enabled replaces the Diffuse part of the material.
  109255. * The intensity helps transitionning between diffuse and refraction.
  109256. */
  109257. refractionIntensity: number;
  109258. /**
  109259. * Defines the translucency intensity of the material.
  109260. * When translucency has been enabled, this defines how much of the "translucency"
  109261. * is addded to the diffuse part of the material.
  109262. */
  109263. translucencyIntensity: number;
  109264. /**
  109265. * Defines the scattering intensity of the material.
  109266. * When scattering has been enabled, this defines how much of the "scattered light"
  109267. * is addded to the diffuse part of the material.
  109268. */
  109269. scatteringIntensity: number;
  109270. private _thicknessTexture;
  109271. /**
  109272. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109273. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109274. * 0 would mean minimumThickness
  109275. * 1 would mean maximumThickness
  109276. * The other channels might be use as a mask to vary the different effects intensity.
  109277. */
  109278. thicknessTexture: Nullable<BaseTexture>;
  109279. private _refractionTexture;
  109280. /**
  109281. * Defines the texture to use for refraction.
  109282. */
  109283. refractionTexture: Nullable<BaseTexture>;
  109284. private _indexOfRefraction;
  109285. /**
  109286. * Defines the index of refraction used in the material.
  109287. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109288. */
  109289. indexOfRefraction: number;
  109290. private _invertRefractionY;
  109291. /**
  109292. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109293. */
  109294. invertRefractionY: boolean;
  109295. private _linkRefractionWithTransparency;
  109296. /**
  109297. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109298. * Materials half opaque for instance using refraction could benefit from this control.
  109299. */
  109300. linkRefractionWithTransparency: boolean;
  109301. /**
  109302. * Defines the minimum thickness stored in the thickness map.
  109303. * If no thickness map is defined, this value will be used to simulate thickness.
  109304. */
  109305. minimumThickness: number;
  109306. /**
  109307. * Defines the maximum thickness stored in the thickness map.
  109308. */
  109309. maximumThickness: number;
  109310. /**
  109311. * Defines the volume tint of the material.
  109312. * This is used for both translucency and scattering.
  109313. */
  109314. tintColor: Color3;
  109315. /**
  109316. * Defines the distance at which the tint color should be found in the media.
  109317. * This is used for refraction only.
  109318. */
  109319. tintColorAtDistance: number;
  109320. /**
  109321. * Defines how far each channel transmit through the media.
  109322. * It is defined as a color to simplify it selection.
  109323. */
  109324. diffusionDistance: Color3;
  109325. private _useMaskFromThicknessTexture;
  109326. /**
  109327. * Stores the intensity of the different subsurface effects in the thickness texture.
  109328. * * the green channel is the translucency intensity.
  109329. * * the blue channel is the scattering intensity.
  109330. * * the alpha channel is the refraction intensity.
  109331. */
  109332. useMaskFromThicknessTexture: boolean;
  109333. /** @hidden */
  109334. private _internalMarkAllSubMeshesAsTexturesDirty;
  109335. /** @hidden */
  109336. _markAllSubMeshesAsTexturesDirty(): void;
  109337. /**
  109338. * Instantiate a new istance of sub surface configuration.
  109339. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109340. */
  109341. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109342. /**
  109343. * Gets wehter the submesh is ready to be used or not.
  109344. * @param defines the list of "defines" to update.
  109345. * @param scene defines the scene the material belongs to.
  109346. * @returns - boolean indicating that the submesh is ready or not.
  109347. */
  109348. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109349. /**
  109350. * Checks to see if a texture is used in the material.
  109351. * @param defines the list of "defines" to update.
  109352. * @param scene defines the scene to the material belongs to.
  109353. */
  109354. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109355. /**
  109356. * Binds the material data.
  109357. * @param uniformBuffer defines the Uniform buffer to fill in.
  109358. * @param scene defines the scene the material belongs to.
  109359. * @param engine defines the engine the material belongs to.
  109360. * @param isFrozen defines wether the material is frozen or not.
  109361. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109362. */
  109363. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109364. /**
  109365. * Unbinds the material from the mesh.
  109366. * @param activeEffect defines the effect that should be unbound from.
  109367. * @returns true if unbound, otherwise false
  109368. */
  109369. unbind(activeEffect: Effect): boolean;
  109370. /**
  109371. * Returns the texture used for refraction or null if none is used.
  109372. * @param scene defines the scene the material belongs to.
  109373. * @returns - Refraction texture if present. If no refraction texture and refraction
  109374. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109375. */
  109376. private _getRefractionTexture;
  109377. /**
  109378. * Returns true if alpha blending should be disabled.
  109379. */
  109380. readonly disableAlphaBlending: boolean;
  109381. /**
  109382. * Fills the list of render target textures.
  109383. * @param renderTargets the list of render targets to update
  109384. */
  109385. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109386. /**
  109387. * Checks to see if a texture is used in the material.
  109388. * @param texture - Base texture to use.
  109389. * @returns - Boolean specifying if a texture is used in the material.
  109390. */
  109391. hasTexture(texture: BaseTexture): boolean;
  109392. /**
  109393. * Gets a boolean indicating that current material needs to register RTT
  109394. * @returns true if this uses a render target otherwise false.
  109395. */
  109396. hasRenderTargetTextures(): boolean;
  109397. /**
  109398. * Returns an array of the actively used textures.
  109399. * @param activeTextures Array of BaseTextures
  109400. */
  109401. getActiveTextures(activeTextures: BaseTexture[]): void;
  109402. /**
  109403. * Returns the animatable textures.
  109404. * @param animatables Array of animatable textures.
  109405. */
  109406. getAnimatables(animatables: IAnimatable[]): void;
  109407. /**
  109408. * Disposes the resources of the material.
  109409. * @param forceDisposeTextures - Forces the disposal of all textures.
  109410. */
  109411. dispose(forceDisposeTextures?: boolean): void;
  109412. /**
  109413. * Get the current class name of the texture useful for serialization or dynamic coding.
  109414. * @returns "PBRSubSurfaceConfiguration"
  109415. */
  109416. getClassName(): string;
  109417. /**
  109418. * Add fallbacks to the effect fallbacks list.
  109419. * @param defines defines the Base texture to use.
  109420. * @param fallbacks defines the current fallback list.
  109421. * @param currentRank defines the current fallback rank.
  109422. * @returns the new fallback rank.
  109423. */
  109424. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109425. /**
  109426. * Add the required uniforms to the current list.
  109427. * @param uniforms defines the current uniform list.
  109428. */
  109429. static AddUniforms(uniforms: string[]): void;
  109430. /**
  109431. * Add the required samplers to the current list.
  109432. * @param samplers defines the current sampler list.
  109433. */
  109434. static AddSamplers(samplers: string[]): void;
  109435. /**
  109436. * Add the required uniforms to the current buffer.
  109437. * @param uniformBuffer defines the current uniform buffer.
  109438. */
  109439. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109440. /**
  109441. * Makes a duplicate of the current configuration into another one.
  109442. * @param configuration define the config where to copy the info
  109443. */
  109444. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109445. /**
  109446. * Serializes this Sub Surface configuration.
  109447. * @returns - An object with the serialized config.
  109448. */
  109449. serialize(): any;
  109450. /**
  109451. * Parses a anisotropy Configuration from a serialized object.
  109452. * @param source - Serialized object.
  109453. * @param scene Defines the scene we are parsing for
  109454. * @param rootUrl Defines the rootUrl to load from
  109455. */
  109456. parse(source: any, scene: Scene, rootUrl: string): void;
  109457. }
  109458. }
  109459. declare module BABYLON {
  109460. /** @hidden */
  109461. export var pbrFragmentDeclaration: {
  109462. name: string;
  109463. shader: string;
  109464. };
  109465. }
  109466. declare module BABYLON {
  109467. /** @hidden */
  109468. export var pbrUboDeclaration: {
  109469. name: string;
  109470. shader: string;
  109471. };
  109472. }
  109473. declare module BABYLON {
  109474. /** @hidden */
  109475. export var pbrFragmentExtraDeclaration: {
  109476. name: string;
  109477. shader: string;
  109478. };
  109479. }
  109480. declare module BABYLON {
  109481. /** @hidden */
  109482. export var pbrFragmentSamplersDeclaration: {
  109483. name: string;
  109484. shader: string;
  109485. };
  109486. }
  109487. declare module BABYLON {
  109488. /** @hidden */
  109489. export var pbrHelperFunctions: {
  109490. name: string;
  109491. shader: string;
  109492. };
  109493. }
  109494. declare module BABYLON {
  109495. /** @hidden */
  109496. export var harmonicsFunctions: {
  109497. name: string;
  109498. shader: string;
  109499. };
  109500. }
  109501. declare module BABYLON {
  109502. /** @hidden */
  109503. export var pbrDirectLightingSetupFunctions: {
  109504. name: string;
  109505. shader: string;
  109506. };
  109507. }
  109508. declare module BABYLON {
  109509. /** @hidden */
  109510. export var pbrDirectLightingFalloffFunctions: {
  109511. name: string;
  109512. shader: string;
  109513. };
  109514. }
  109515. declare module BABYLON {
  109516. /** @hidden */
  109517. export var pbrBRDFFunctions: {
  109518. name: string;
  109519. shader: string;
  109520. };
  109521. }
  109522. declare module BABYLON {
  109523. /** @hidden */
  109524. export var pbrDirectLightingFunctions: {
  109525. name: string;
  109526. shader: string;
  109527. };
  109528. }
  109529. declare module BABYLON {
  109530. /** @hidden */
  109531. export var pbrIBLFunctions: {
  109532. name: string;
  109533. shader: string;
  109534. };
  109535. }
  109536. declare module BABYLON {
  109537. /** @hidden */
  109538. export var pbrDebug: {
  109539. name: string;
  109540. shader: string;
  109541. };
  109542. }
  109543. declare module BABYLON {
  109544. /** @hidden */
  109545. export var pbrPixelShader: {
  109546. name: string;
  109547. shader: string;
  109548. };
  109549. }
  109550. declare module BABYLON {
  109551. /** @hidden */
  109552. export var pbrVertexDeclaration: {
  109553. name: string;
  109554. shader: string;
  109555. };
  109556. }
  109557. declare module BABYLON {
  109558. /** @hidden */
  109559. export var pbrVertexShader: {
  109560. name: string;
  109561. shader: string;
  109562. };
  109563. }
  109564. declare module BABYLON {
  109565. /**
  109566. * Manages the defines for the PBR Material.
  109567. * @hidden
  109568. */
  109569. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109570. PBR: boolean;
  109571. MAINUV1: boolean;
  109572. MAINUV2: boolean;
  109573. UV1: boolean;
  109574. UV2: boolean;
  109575. ALBEDO: boolean;
  109576. ALBEDODIRECTUV: number;
  109577. VERTEXCOLOR: boolean;
  109578. AMBIENT: boolean;
  109579. AMBIENTDIRECTUV: number;
  109580. AMBIENTINGRAYSCALE: boolean;
  109581. OPACITY: boolean;
  109582. VERTEXALPHA: boolean;
  109583. OPACITYDIRECTUV: number;
  109584. OPACITYRGB: boolean;
  109585. ALPHATEST: boolean;
  109586. DEPTHPREPASS: boolean;
  109587. ALPHABLEND: boolean;
  109588. ALPHAFROMALBEDO: boolean;
  109589. ALPHATESTVALUE: string;
  109590. SPECULAROVERALPHA: boolean;
  109591. RADIANCEOVERALPHA: boolean;
  109592. ALPHAFRESNEL: boolean;
  109593. LINEARALPHAFRESNEL: boolean;
  109594. PREMULTIPLYALPHA: boolean;
  109595. EMISSIVE: boolean;
  109596. EMISSIVEDIRECTUV: number;
  109597. REFLECTIVITY: boolean;
  109598. REFLECTIVITYDIRECTUV: number;
  109599. SPECULARTERM: boolean;
  109600. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109601. MICROSURFACEAUTOMATIC: boolean;
  109602. LODBASEDMICROSFURACE: boolean;
  109603. MICROSURFACEMAP: boolean;
  109604. MICROSURFACEMAPDIRECTUV: number;
  109605. METALLICWORKFLOW: boolean;
  109606. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109607. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109608. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109609. AOSTOREINMETALMAPRED: boolean;
  109610. ENVIRONMENTBRDF: boolean;
  109611. ENVIRONMENTBRDF_RGBD: boolean;
  109612. NORMAL: boolean;
  109613. TANGENT: boolean;
  109614. BUMP: boolean;
  109615. BUMPDIRECTUV: number;
  109616. OBJECTSPACE_NORMALMAP: boolean;
  109617. PARALLAX: boolean;
  109618. PARALLAXOCCLUSION: boolean;
  109619. NORMALXYSCALE: boolean;
  109620. LIGHTMAP: boolean;
  109621. LIGHTMAPDIRECTUV: number;
  109622. USELIGHTMAPASSHADOWMAP: boolean;
  109623. GAMMALIGHTMAP: boolean;
  109624. REFLECTION: boolean;
  109625. REFLECTIONMAP_3D: boolean;
  109626. REFLECTIONMAP_SPHERICAL: boolean;
  109627. REFLECTIONMAP_PLANAR: boolean;
  109628. REFLECTIONMAP_CUBIC: boolean;
  109629. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109630. REFLECTIONMAP_PROJECTION: boolean;
  109631. REFLECTIONMAP_SKYBOX: boolean;
  109632. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109633. REFLECTIONMAP_EXPLICIT: boolean;
  109634. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109635. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109636. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109637. INVERTCUBICMAP: boolean;
  109638. USESPHERICALFROMREFLECTIONMAP: boolean;
  109639. USEIRRADIANCEMAP: boolean;
  109640. SPHERICAL_HARMONICS: boolean;
  109641. USESPHERICALINVERTEX: boolean;
  109642. REFLECTIONMAP_OPPOSITEZ: boolean;
  109643. LODINREFLECTIONALPHA: boolean;
  109644. GAMMAREFLECTION: boolean;
  109645. RGBDREFLECTION: boolean;
  109646. LINEARSPECULARREFLECTION: boolean;
  109647. RADIANCEOCCLUSION: boolean;
  109648. HORIZONOCCLUSION: boolean;
  109649. INSTANCES: boolean;
  109650. NUM_BONE_INFLUENCERS: number;
  109651. BonesPerMesh: number;
  109652. BONETEXTURE: boolean;
  109653. NONUNIFORMSCALING: boolean;
  109654. MORPHTARGETS: boolean;
  109655. MORPHTARGETS_NORMAL: boolean;
  109656. MORPHTARGETS_TANGENT: boolean;
  109657. MORPHTARGETS_UV: boolean;
  109658. NUM_MORPH_INFLUENCERS: number;
  109659. IMAGEPROCESSING: boolean;
  109660. VIGNETTE: boolean;
  109661. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109662. VIGNETTEBLENDMODEOPAQUE: boolean;
  109663. TONEMAPPING: boolean;
  109664. TONEMAPPING_ACES: boolean;
  109665. CONTRAST: boolean;
  109666. COLORCURVES: boolean;
  109667. COLORGRADING: boolean;
  109668. COLORGRADING3D: boolean;
  109669. SAMPLER3DGREENDEPTH: boolean;
  109670. SAMPLER3DBGRMAP: boolean;
  109671. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109672. EXPOSURE: boolean;
  109673. MULTIVIEW: boolean;
  109674. USEPHYSICALLIGHTFALLOFF: boolean;
  109675. USEGLTFLIGHTFALLOFF: boolean;
  109676. TWOSIDEDLIGHTING: boolean;
  109677. SHADOWFLOAT: boolean;
  109678. CLIPPLANE: boolean;
  109679. CLIPPLANE2: boolean;
  109680. CLIPPLANE3: boolean;
  109681. CLIPPLANE4: boolean;
  109682. POINTSIZE: boolean;
  109683. FOG: boolean;
  109684. LOGARITHMICDEPTH: boolean;
  109685. FORCENORMALFORWARD: boolean;
  109686. SPECULARAA: boolean;
  109687. CLEARCOAT: boolean;
  109688. CLEARCOAT_DEFAULTIOR: boolean;
  109689. CLEARCOAT_TEXTURE: boolean;
  109690. CLEARCOAT_TEXTUREDIRECTUV: number;
  109691. CLEARCOAT_BUMP: boolean;
  109692. CLEARCOAT_BUMPDIRECTUV: number;
  109693. CLEARCOAT_TINT: boolean;
  109694. CLEARCOAT_TINT_TEXTURE: boolean;
  109695. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109696. ANISOTROPIC: boolean;
  109697. ANISOTROPIC_TEXTURE: boolean;
  109698. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109699. BRDF_V_HEIGHT_CORRELATED: boolean;
  109700. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109701. SHEEN: boolean;
  109702. SHEEN_TEXTURE: boolean;
  109703. SHEEN_TEXTUREDIRECTUV: number;
  109704. SHEEN_LINKWITHALBEDO: boolean;
  109705. SUBSURFACE: boolean;
  109706. SS_REFRACTION: boolean;
  109707. SS_TRANSLUCENCY: boolean;
  109708. SS_SCATERRING: boolean;
  109709. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109710. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109711. SS_REFRACTIONMAP_3D: boolean;
  109712. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109713. SS_LODINREFRACTIONALPHA: boolean;
  109714. SS_GAMMAREFRACTION: boolean;
  109715. SS_RGBDREFRACTION: boolean;
  109716. SS_LINEARSPECULARREFRACTION: boolean;
  109717. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109718. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109719. UNLIT: boolean;
  109720. DEBUGMODE: number;
  109721. /**
  109722. * Initializes the PBR Material defines.
  109723. */
  109724. constructor();
  109725. /**
  109726. * Resets the PBR Material defines.
  109727. */
  109728. reset(): void;
  109729. }
  109730. /**
  109731. * The Physically based material base class of BJS.
  109732. *
  109733. * This offers the main features of a standard PBR material.
  109734. * For more information, please refer to the documentation :
  109735. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109736. */
  109737. export abstract class PBRBaseMaterial extends PushMaterial {
  109738. /**
  109739. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109740. */
  109741. static readonly PBRMATERIAL_OPAQUE: number;
  109742. /**
  109743. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109744. */
  109745. static readonly PBRMATERIAL_ALPHATEST: number;
  109746. /**
  109747. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109748. */
  109749. static readonly PBRMATERIAL_ALPHABLEND: number;
  109750. /**
  109751. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109752. * They are also discarded below the alpha cutoff threshold to improve performances.
  109753. */
  109754. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109755. /**
  109756. * Defines the default value of how much AO map is occluding the analytical lights
  109757. * (point spot...).
  109758. */
  109759. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109760. /**
  109761. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  109762. */
  109763. static readonly LIGHTFALLOFF_PHYSICAL: number;
  109764. /**
  109765. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  109766. * to enhance interoperability with other engines.
  109767. */
  109768. static readonly LIGHTFALLOFF_GLTF: number;
  109769. /**
  109770. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  109771. * to enhance interoperability with other materials.
  109772. */
  109773. static readonly LIGHTFALLOFF_STANDARD: number;
  109774. /**
  109775. * Intensity of the direct lights e.g. the four lights available in your scene.
  109776. * This impacts both the direct diffuse and specular highlights.
  109777. */
  109778. protected _directIntensity: number;
  109779. /**
  109780. * Intensity of the emissive part of the material.
  109781. * This helps controlling the emissive effect without modifying the emissive color.
  109782. */
  109783. protected _emissiveIntensity: number;
  109784. /**
  109785. * Intensity of the environment e.g. how much the environment will light the object
  109786. * either through harmonics for rough material or through the refelction for shiny ones.
  109787. */
  109788. protected _environmentIntensity: number;
  109789. /**
  109790. * This is a special control allowing the reduction of the specular highlights coming from the
  109791. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109792. */
  109793. protected _specularIntensity: number;
  109794. /**
  109795. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  109796. */
  109797. private _lightingInfos;
  109798. /**
  109799. * Debug Control allowing disabling the bump map on this material.
  109800. */
  109801. protected _disableBumpMap: boolean;
  109802. /**
  109803. * AKA Diffuse Texture in standard nomenclature.
  109804. */
  109805. protected _albedoTexture: Nullable<BaseTexture>;
  109806. /**
  109807. * AKA Occlusion Texture in other nomenclature.
  109808. */
  109809. protected _ambientTexture: Nullable<BaseTexture>;
  109810. /**
  109811. * AKA Occlusion Texture Intensity in other nomenclature.
  109812. */
  109813. protected _ambientTextureStrength: number;
  109814. /**
  109815. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109816. * 1 means it completely occludes it
  109817. * 0 mean it has no impact
  109818. */
  109819. protected _ambientTextureImpactOnAnalyticalLights: number;
  109820. /**
  109821. * Stores the alpha values in a texture.
  109822. */
  109823. protected _opacityTexture: Nullable<BaseTexture>;
  109824. /**
  109825. * Stores the reflection values in a texture.
  109826. */
  109827. protected _reflectionTexture: Nullable<BaseTexture>;
  109828. /**
  109829. * Stores the emissive values in a texture.
  109830. */
  109831. protected _emissiveTexture: Nullable<BaseTexture>;
  109832. /**
  109833. * AKA Specular texture in other nomenclature.
  109834. */
  109835. protected _reflectivityTexture: Nullable<BaseTexture>;
  109836. /**
  109837. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109838. */
  109839. protected _metallicTexture: Nullable<BaseTexture>;
  109840. /**
  109841. * Specifies the metallic scalar of the metallic/roughness workflow.
  109842. * Can also be used to scale the metalness values of the metallic texture.
  109843. */
  109844. protected _metallic: Nullable<number>;
  109845. /**
  109846. * Specifies the roughness scalar of the metallic/roughness workflow.
  109847. * Can also be used to scale the roughness values of the metallic texture.
  109848. */
  109849. protected _roughness: Nullable<number>;
  109850. /**
  109851. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  109852. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  109853. */
  109854. protected _microSurfaceTexture: Nullable<BaseTexture>;
  109855. /**
  109856. * Stores surface normal data used to displace a mesh in a texture.
  109857. */
  109858. protected _bumpTexture: Nullable<BaseTexture>;
  109859. /**
  109860. * Stores the pre-calculated light information of a mesh in a texture.
  109861. */
  109862. protected _lightmapTexture: Nullable<BaseTexture>;
  109863. /**
  109864. * The color of a material in ambient lighting.
  109865. */
  109866. protected _ambientColor: Color3;
  109867. /**
  109868. * AKA Diffuse Color in other nomenclature.
  109869. */
  109870. protected _albedoColor: Color3;
  109871. /**
  109872. * AKA Specular Color in other nomenclature.
  109873. */
  109874. protected _reflectivityColor: Color3;
  109875. /**
  109876. * The color applied when light is reflected from a material.
  109877. */
  109878. protected _reflectionColor: Color3;
  109879. /**
  109880. * The color applied when light is emitted from a material.
  109881. */
  109882. protected _emissiveColor: Color3;
  109883. /**
  109884. * AKA Glossiness in other nomenclature.
  109885. */
  109886. protected _microSurface: number;
  109887. /**
  109888. * Specifies that the material will use the light map as a show map.
  109889. */
  109890. protected _useLightmapAsShadowmap: boolean;
  109891. /**
  109892. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  109893. * makes the reflect vector face the model (under horizon).
  109894. */
  109895. protected _useHorizonOcclusion: boolean;
  109896. /**
  109897. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  109898. * too much the area relying on ambient texture to define their ambient occlusion.
  109899. */
  109900. protected _useRadianceOcclusion: boolean;
  109901. /**
  109902. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  109903. */
  109904. protected _useAlphaFromAlbedoTexture: boolean;
  109905. /**
  109906. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  109907. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109908. */
  109909. protected _useSpecularOverAlpha: boolean;
  109910. /**
  109911. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  109912. */
  109913. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  109914. /**
  109915. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  109916. */
  109917. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  109918. /**
  109919. * Specifies if the metallic texture contains the roughness information in its green channel.
  109920. */
  109921. protected _useRoughnessFromMetallicTextureGreen: boolean;
  109922. /**
  109923. * Specifies if the metallic texture contains the metallness information in its blue channel.
  109924. */
  109925. protected _useMetallnessFromMetallicTextureBlue: boolean;
  109926. /**
  109927. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  109928. */
  109929. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  109930. /**
  109931. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  109932. */
  109933. protected _useAmbientInGrayScale: boolean;
  109934. /**
  109935. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  109936. * The material will try to infer what glossiness each pixel should be.
  109937. */
  109938. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  109939. /**
  109940. * Defines the falloff type used in this material.
  109941. * It by default is Physical.
  109942. */
  109943. protected _lightFalloff: number;
  109944. /**
  109945. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109946. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109947. */
  109948. protected _useRadianceOverAlpha: boolean;
  109949. /**
  109950. * Allows using an object space normal map (instead of tangent space).
  109951. */
  109952. protected _useObjectSpaceNormalMap: boolean;
  109953. /**
  109954. * Allows using the bump map in parallax mode.
  109955. */
  109956. protected _useParallax: boolean;
  109957. /**
  109958. * Allows using the bump map in parallax occlusion mode.
  109959. */
  109960. protected _useParallaxOcclusion: boolean;
  109961. /**
  109962. * Controls the scale bias of the parallax mode.
  109963. */
  109964. protected _parallaxScaleBias: number;
  109965. /**
  109966. * If sets to true, disables all the lights affecting the material.
  109967. */
  109968. protected _disableLighting: boolean;
  109969. /**
  109970. * Number of Simultaneous lights allowed on the material.
  109971. */
  109972. protected _maxSimultaneousLights: number;
  109973. /**
  109974. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109975. */
  109976. protected _invertNormalMapX: boolean;
  109977. /**
  109978. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109979. */
  109980. protected _invertNormalMapY: boolean;
  109981. /**
  109982. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109983. */
  109984. protected _twoSidedLighting: boolean;
  109985. /**
  109986. * Defines the alpha limits in alpha test mode.
  109987. */
  109988. protected _alphaCutOff: number;
  109989. /**
  109990. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  109991. */
  109992. protected _forceAlphaTest: boolean;
  109993. /**
  109994. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109995. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  109996. */
  109997. protected _useAlphaFresnel: boolean;
  109998. /**
  109999. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110000. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110001. */
  110002. protected _useLinearAlphaFresnel: boolean;
  110003. /**
  110004. * The transparency mode of the material.
  110005. */
  110006. protected _transparencyMode: Nullable<number>;
  110007. /**
  110008. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110009. * from cos thetav and roughness:
  110010. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110011. */
  110012. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110013. /**
  110014. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110015. */
  110016. protected _forceIrradianceInFragment: boolean;
  110017. /**
  110018. * Force normal to face away from face.
  110019. */
  110020. protected _forceNormalForward: boolean;
  110021. /**
  110022. * Enables specular anti aliasing in the PBR shader.
  110023. * It will both interacts on the Geometry for analytical and IBL lighting.
  110024. * It also prefilter the roughness map based on the bump values.
  110025. */
  110026. protected _enableSpecularAntiAliasing: boolean;
  110027. /**
  110028. * Default configuration related to image processing available in the PBR Material.
  110029. */
  110030. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110031. /**
  110032. * Keep track of the image processing observer to allow dispose and replace.
  110033. */
  110034. private _imageProcessingObserver;
  110035. /**
  110036. * Attaches a new image processing configuration to the PBR Material.
  110037. * @param configuration
  110038. */
  110039. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110040. /**
  110041. * Stores the available render targets.
  110042. */
  110043. private _renderTargets;
  110044. /**
  110045. * Sets the global ambient color for the material used in lighting calculations.
  110046. */
  110047. private _globalAmbientColor;
  110048. /**
  110049. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110050. */
  110051. private _useLogarithmicDepth;
  110052. /**
  110053. * If set to true, no lighting calculations will be applied.
  110054. */
  110055. private _unlit;
  110056. private _debugMode;
  110057. /**
  110058. * @hidden
  110059. * This is reserved for the inspector.
  110060. * Defines the material debug mode.
  110061. * It helps seeing only some components of the material while troubleshooting.
  110062. */
  110063. debugMode: number;
  110064. /**
  110065. * @hidden
  110066. * This is reserved for the inspector.
  110067. * Specify from where on screen the debug mode should start.
  110068. * The value goes from -1 (full screen) to 1 (not visible)
  110069. * It helps with side by side comparison against the final render
  110070. * This defaults to -1
  110071. */
  110072. private debugLimit;
  110073. /**
  110074. * @hidden
  110075. * This is reserved for the inspector.
  110076. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110077. * You can use the factor to better multiply the final value.
  110078. */
  110079. private debugFactor;
  110080. /**
  110081. * Defines the clear coat layer parameters for the material.
  110082. */
  110083. readonly clearCoat: PBRClearCoatConfiguration;
  110084. /**
  110085. * Defines the anisotropic parameters for the material.
  110086. */
  110087. readonly anisotropy: PBRAnisotropicConfiguration;
  110088. /**
  110089. * Defines the BRDF parameters for the material.
  110090. */
  110091. readonly brdf: PBRBRDFConfiguration;
  110092. /**
  110093. * Defines the Sheen parameters for the material.
  110094. */
  110095. readonly sheen: PBRSheenConfiguration;
  110096. /**
  110097. * Defines the SubSurface parameters for the material.
  110098. */
  110099. readonly subSurface: PBRSubSurfaceConfiguration;
  110100. /**
  110101. * Custom callback helping to override the default shader used in the material.
  110102. */
  110103. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110104. /**
  110105. * Instantiates a new PBRMaterial instance.
  110106. *
  110107. * @param name The material name
  110108. * @param scene The scene the material will be use in.
  110109. */
  110110. constructor(name: string, scene: Scene);
  110111. /**
  110112. * Gets a boolean indicating that current material needs to register RTT
  110113. */
  110114. readonly hasRenderTargetTextures: boolean;
  110115. /**
  110116. * Gets the name of the material class.
  110117. */
  110118. getClassName(): string;
  110119. /**
  110120. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110121. */
  110122. /**
  110123. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110124. */
  110125. useLogarithmicDepth: boolean;
  110126. /**
  110127. * Gets the current transparency mode.
  110128. */
  110129. /**
  110130. * Sets the transparency mode of the material.
  110131. *
  110132. * | Value | Type | Description |
  110133. * | ----- | ----------------------------------- | ----------- |
  110134. * | 0 | OPAQUE | |
  110135. * | 1 | ALPHATEST | |
  110136. * | 2 | ALPHABLEND | |
  110137. * | 3 | ALPHATESTANDBLEND | |
  110138. *
  110139. */
  110140. transparencyMode: Nullable<number>;
  110141. /**
  110142. * Returns true if alpha blending should be disabled.
  110143. */
  110144. private readonly _disableAlphaBlending;
  110145. /**
  110146. * Specifies whether or not this material should be rendered in alpha blend mode.
  110147. */
  110148. needAlphaBlending(): boolean;
  110149. /**
  110150. * Specifies if the mesh will require alpha blending.
  110151. * @param mesh - BJS mesh.
  110152. */
  110153. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110154. /**
  110155. * Specifies whether or not this material should be rendered in alpha test mode.
  110156. */
  110157. needAlphaTesting(): boolean;
  110158. /**
  110159. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110160. */
  110161. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110162. /**
  110163. * Gets the texture used for the alpha test.
  110164. */
  110165. getAlphaTestTexture(): Nullable<BaseTexture>;
  110166. /**
  110167. * Specifies that the submesh is ready to be used.
  110168. * @param mesh - BJS mesh.
  110169. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110170. * @param useInstances - Specifies that instances should be used.
  110171. * @returns - boolean indicating that the submesh is ready or not.
  110172. */
  110173. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110174. /**
  110175. * Specifies if the material uses metallic roughness workflow.
  110176. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110177. */
  110178. isMetallicWorkflow(): boolean;
  110179. private _prepareEffect;
  110180. private _prepareDefines;
  110181. /**
  110182. * Force shader compilation
  110183. */
  110184. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110185. clipPlane: boolean;
  110186. }>): void;
  110187. /**
  110188. * Initializes the uniform buffer layout for the shader.
  110189. */
  110190. buildUniformLayout(): void;
  110191. /**
  110192. * Unbinds the material from the mesh
  110193. */
  110194. unbind(): void;
  110195. /**
  110196. * Binds the submesh data.
  110197. * @param world - The world matrix.
  110198. * @param mesh - The BJS mesh.
  110199. * @param subMesh - A submesh of the BJS mesh.
  110200. */
  110201. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110202. /**
  110203. * Returns the animatable textures.
  110204. * @returns - Array of animatable textures.
  110205. */
  110206. getAnimatables(): IAnimatable[];
  110207. /**
  110208. * Returns the texture used for reflections.
  110209. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110210. */
  110211. private _getReflectionTexture;
  110212. /**
  110213. * Returns an array of the actively used textures.
  110214. * @returns - Array of BaseTextures
  110215. */
  110216. getActiveTextures(): BaseTexture[];
  110217. /**
  110218. * Checks to see if a texture is used in the material.
  110219. * @param texture - Base texture to use.
  110220. * @returns - Boolean specifying if a texture is used in the material.
  110221. */
  110222. hasTexture(texture: BaseTexture): boolean;
  110223. /**
  110224. * Disposes the resources of the material.
  110225. * @param forceDisposeEffect - Forces the disposal of effects.
  110226. * @param forceDisposeTextures - Forces the disposal of all textures.
  110227. */
  110228. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110229. }
  110230. }
  110231. declare module BABYLON {
  110232. /**
  110233. * The Physically based material of BJS.
  110234. *
  110235. * This offers the main features of a standard PBR material.
  110236. * For more information, please refer to the documentation :
  110237. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110238. */
  110239. export class PBRMaterial extends PBRBaseMaterial {
  110240. /**
  110241. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110242. */
  110243. static readonly PBRMATERIAL_OPAQUE: number;
  110244. /**
  110245. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110246. */
  110247. static readonly PBRMATERIAL_ALPHATEST: number;
  110248. /**
  110249. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110250. */
  110251. static readonly PBRMATERIAL_ALPHABLEND: number;
  110252. /**
  110253. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110254. * They are also discarded below the alpha cutoff threshold to improve performances.
  110255. */
  110256. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110257. /**
  110258. * Defines the default value of how much AO map is occluding the analytical lights
  110259. * (point spot...).
  110260. */
  110261. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110262. /**
  110263. * Intensity of the direct lights e.g. the four lights available in your scene.
  110264. * This impacts both the direct diffuse and specular highlights.
  110265. */
  110266. directIntensity: number;
  110267. /**
  110268. * Intensity of the emissive part of the material.
  110269. * This helps controlling the emissive effect without modifying the emissive color.
  110270. */
  110271. emissiveIntensity: number;
  110272. /**
  110273. * Intensity of the environment e.g. how much the environment will light the object
  110274. * either through harmonics for rough material or through the refelction for shiny ones.
  110275. */
  110276. environmentIntensity: number;
  110277. /**
  110278. * This is a special control allowing the reduction of the specular highlights coming from the
  110279. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110280. */
  110281. specularIntensity: number;
  110282. /**
  110283. * Debug Control allowing disabling the bump map on this material.
  110284. */
  110285. disableBumpMap: boolean;
  110286. /**
  110287. * AKA Diffuse Texture in standard nomenclature.
  110288. */
  110289. albedoTexture: BaseTexture;
  110290. /**
  110291. * AKA Occlusion Texture in other nomenclature.
  110292. */
  110293. ambientTexture: BaseTexture;
  110294. /**
  110295. * AKA Occlusion Texture Intensity in other nomenclature.
  110296. */
  110297. ambientTextureStrength: number;
  110298. /**
  110299. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110300. * 1 means it completely occludes it
  110301. * 0 mean it has no impact
  110302. */
  110303. ambientTextureImpactOnAnalyticalLights: number;
  110304. /**
  110305. * Stores the alpha values in a texture.
  110306. */
  110307. opacityTexture: BaseTexture;
  110308. /**
  110309. * Stores the reflection values in a texture.
  110310. */
  110311. reflectionTexture: Nullable<BaseTexture>;
  110312. /**
  110313. * Stores the emissive values in a texture.
  110314. */
  110315. emissiveTexture: BaseTexture;
  110316. /**
  110317. * AKA Specular texture in other nomenclature.
  110318. */
  110319. reflectivityTexture: BaseTexture;
  110320. /**
  110321. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110322. */
  110323. metallicTexture: BaseTexture;
  110324. /**
  110325. * Specifies the metallic scalar of the metallic/roughness workflow.
  110326. * Can also be used to scale the metalness values of the metallic texture.
  110327. */
  110328. metallic: Nullable<number>;
  110329. /**
  110330. * Specifies the roughness scalar of the metallic/roughness workflow.
  110331. * Can also be used to scale the roughness values of the metallic texture.
  110332. */
  110333. roughness: Nullable<number>;
  110334. /**
  110335. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110336. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110337. */
  110338. microSurfaceTexture: BaseTexture;
  110339. /**
  110340. * Stores surface normal data used to displace a mesh in a texture.
  110341. */
  110342. bumpTexture: BaseTexture;
  110343. /**
  110344. * Stores the pre-calculated light information of a mesh in a texture.
  110345. */
  110346. lightmapTexture: BaseTexture;
  110347. /**
  110348. * Stores the refracted light information in a texture.
  110349. */
  110350. refractionTexture: Nullable<BaseTexture>;
  110351. /**
  110352. * The color of a material in ambient lighting.
  110353. */
  110354. ambientColor: Color3;
  110355. /**
  110356. * AKA Diffuse Color in other nomenclature.
  110357. */
  110358. albedoColor: Color3;
  110359. /**
  110360. * AKA Specular Color in other nomenclature.
  110361. */
  110362. reflectivityColor: Color3;
  110363. /**
  110364. * The color reflected from the material.
  110365. */
  110366. reflectionColor: Color3;
  110367. /**
  110368. * The color emitted from the material.
  110369. */
  110370. emissiveColor: Color3;
  110371. /**
  110372. * AKA Glossiness in other nomenclature.
  110373. */
  110374. microSurface: number;
  110375. /**
  110376. * source material index of refraction (IOR)' / 'destination material IOR.
  110377. */
  110378. indexOfRefraction: number;
  110379. /**
  110380. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110381. */
  110382. invertRefractionY: boolean;
  110383. /**
  110384. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110385. * Materials half opaque for instance using refraction could benefit from this control.
  110386. */
  110387. linkRefractionWithTransparency: boolean;
  110388. /**
  110389. * If true, the light map contains occlusion information instead of lighting info.
  110390. */
  110391. useLightmapAsShadowmap: boolean;
  110392. /**
  110393. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110394. */
  110395. useAlphaFromAlbedoTexture: boolean;
  110396. /**
  110397. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110398. */
  110399. forceAlphaTest: boolean;
  110400. /**
  110401. * Defines the alpha limits in alpha test mode.
  110402. */
  110403. alphaCutOff: number;
  110404. /**
  110405. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110406. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110407. */
  110408. useSpecularOverAlpha: boolean;
  110409. /**
  110410. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110411. */
  110412. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110413. /**
  110414. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110415. */
  110416. useRoughnessFromMetallicTextureAlpha: boolean;
  110417. /**
  110418. * Specifies if the metallic texture contains the roughness information in its green channel.
  110419. */
  110420. useRoughnessFromMetallicTextureGreen: boolean;
  110421. /**
  110422. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110423. */
  110424. useMetallnessFromMetallicTextureBlue: boolean;
  110425. /**
  110426. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110427. */
  110428. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110429. /**
  110430. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110431. */
  110432. useAmbientInGrayScale: boolean;
  110433. /**
  110434. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110435. * The material will try to infer what glossiness each pixel should be.
  110436. */
  110437. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110438. /**
  110439. * BJS is using an harcoded light falloff based on a manually sets up range.
  110440. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110441. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110442. */
  110443. /**
  110444. * BJS is using an harcoded light falloff based on a manually sets up range.
  110445. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110446. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110447. */
  110448. usePhysicalLightFalloff: boolean;
  110449. /**
  110450. * In order to support the falloff compatibility with gltf, a special mode has been added
  110451. * to reproduce the gltf light falloff.
  110452. */
  110453. /**
  110454. * In order to support the falloff compatibility with gltf, a special mode has been added
  110455. * to reproduce the gltf light falloff.
  110456. */
  110457. useGLTFLightFalloff: boolean;
  110458. /**
  110459. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110460. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110461. */
  110462. useRadianceOverAlpha: boolean;
  110463. /**
  110464. * Allows using an object space normal map (instead of tangent space).
  110465. */
  110466. useObjectSpaceNormalMap: boolean;
  110467. /**
  110468. * Allows using the bump map in parallax mode.
  110469. */
  110470. useParallax: boolean;
  110471. /**
  110472. * Allows using the bump map in parallax occlusion mode.
  110473. */
  110474. useParallaxOcclusion: boolean;
  110475. /**
  110476. * Controls the scale bias of the parallax mode.
  110477. */
  110478. parallaxScaleBias: number;
  110479. /**
  110480. * If sets to true, disables all the lights affecting the material.
  110481. */
  110482. disableLighting: boolean;
  110483. /**
  110484. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110485. */
  110486. forceIrradianceInFragment: boolean;
  110487. /**
  110488. * Number of Simultaneous lights allowed on the material.
  110489. */
  110490. maxSimultaneousLights: number;
  110491. /**
  110492. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110493. */
  110494. invertNormalMapX: boolean;
  110495. /**
  110496. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110497. */
  110498. invertNormalMapY: boolean;
  110499. /**
  110500. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110501. */
  110502. twoSidedLighting: boolean;
  110503. /**
  110504. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110505. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110506. */
  110507. useAlphaFresnel: boolean;
  110508. /**
  110509. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110510. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110511. */
  110512. useLinearAlphaFresnel: boolean;
  110513. /**
  110514. * Let user defines the brdf lookup texture used for IBL.
  110515. * A default 8bit version is embedded but you could point at :
  110516. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110517. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110518. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110519. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110520. */
  110521. environmentBRDFTexture: Nullable<BaseTexture>;
  110522. /**
  110523. * Force normal to face away from face.
  110524. */
  110525. forceNormalForward: boolean;
  110526. /**
  110527. * Enables specular anti aliasing in the PBR shader.
  110528. * It will both interacts on the Geometry for analytical and IBL lighting.
  110529. * It also prefilter the roughness map based on the bump values.
  110530. */
  110531. enableSpecularAntiAliasing: boolean;
  110532. /**
  110533. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110534. * makes the reflect vector face the model (under horizon).
  110535. */
  110536. useHorizonOcclusion: boolean;
  110537. /**
  110538. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110539. * too much the area relying on ambient texture to define their ambient occlusion.
  110540. */
  110541. useRadianceOcclusion: boolean;
  110542. /**
  110543. * If set to true, no lighting calculations will be applied.
  110544. */
  110545. unlit: boolean;
  110546. /**
  110547. * Gets the image processing configuration used either in this material.
  110548. */
  110549. /**
  110550. * Sets the Default image processing configuration used either in the this material.
  110551. *
  110552. * If sets to null, the scene one is in use.
  110553. */
  110554. imageProcessingConfiguration: ImageProcessingConfiguration;
  110555. /**
  110556. * Gets wether the color curves effect is enabled.
  110557. */
  110558. /**
  110559. * Sets wether the color curves effect is enabled.
  110560. */
  110561. cameraColorCurvesEnabled: boolean;
  110562. /**
  110563. * Gets wether the color grading effect is enabled.
  110564. */
  110565. /**
  110566. * Gets wether the color grading effect is enabled.
  110567. */
  110568. cameraColorGradingEnabled: boolean;
  110569. /**
  110570. * Gets wether tonemapping is enabled or not.
  110571. */
  110572. /**
  110573. * Sets wether tonemapping is enabled or not
  110574. */
  110575. cameraToneMappingEnabled: boolean;
  110576. /**
  110577. * The camera exposure used on this material.
  110578. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110579. * This corresponds to a photographic exposure.
  110580. */
  110581. /**
  110582. * The camera exposure used on this material.
  110583. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110584. * This corresponds to a photographic exposure.
  110585. */
  110586. cameraExposure: number;
  110587. /**
  110588. * Gets The camera contrast used on this material.
  110589. */
  110590. /**
  110591. * Sets The camera contrast used on this material.
  110592. */
  110593. cameraContrast: number;
  110594. /**
  110595. * Gets the Color Grading 2D Lookup Texture.
  110596. */
  110597. /**
  110598. * Sets the Color Grading 2D Lookup Texture.
  110599. */
  110600. cameraColorGradingTexture: Nullable<BaseTexture>;
  110601. /**
  110602. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110603. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110604. * 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;
  110605. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110606. */
  110607. /**
  110608. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110609. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110610. * 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;
  110611. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110612. */
  110613. cameraColorCurves: Nullable<ColorCurves>;
  110614. /**
  110615. * Instantiates a new PBRMaterial instance.
  110616. *
  110617. * @param name The material name
  110618. * @param scene The scene the material will be use in.
  110619. */
  110620. constructor(name: string, scene: Scene);
  110621. /**
  110622. * Returns the name of this material class.
  110623. */
  110624. getClassName(): string;
  110625. /**
  110626. * Makes a duplicate of the current material.
  110627. * @param name - name to use for the new material.
  110628. */
  110629. clone(name: string): PBRMaterial;
  110630. /**
  110631. * Serializes this PBR Material.
  110632. * @returns - An object with the serialized material.
  110633. */
  110634. serialize(): any;
  110635. /**
  110636. * Parses a PBR Material from a serialized object.
  110637. * @param source - Serialized object.
  110638. * @param scene - BJS scene instance.
  110639. * @param rootUrl - url for the scene object
  110640. * @returns - PBRMaterial
  110641. */
  110642. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110643. }
  110644. }
  110645. declare module BABYLON {
  110646. /**
  110647. * Direct draw surface info
  110648. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110649. */
  110650. export interface DDSInfo {
  110651. /**
  110652. * Width of the texture
  110653. */
  110654. width: number;
  110655. /**
  110656. * Width of the texture
  110657. */
  110658. height: number;
  110659. /**
  110660. * Number of Mipmaps for the texture
  110661. * @see https://en.wikipedia.org/wiki/Mipmap
  110662. */
  110663. mipmapCount: number;
  110664. /**
  110665. * If the textures format is a known fourCC format
  110666. * @see https://www.fourcc.org/
  110667. */
  110668. isFourCC: boolean;
  110669. /**
  110670. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110671. */
  110672. isRGB: boolean;
  110673. /**
  110674. * If the texture is a lumincance format
  110675. */
  110676. isLuminance: boolean;
  110677. /**
  110678. * If this is a cube texture
  110679. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110680. */
  110681. isCube: boolean;
  110682. /**
  110683. * If the texture is a compressed format eg. FOURCC_DXT1
  110684. */
  110685. isCompressed: boolean;
  110686. /**
  110687. * The dxgiFormat of the texture
  110688. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110689. */
  110690. dxgiFormat: number;
  110691. /**
  110692. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110693. */
  110694. textureType: number;
  110695. /**
  110696. * Sphericle polynomial created for the dds texture
  110697. */
  110698. sphericalPolynomial?: SphericalPolynomial;
  110699. }
  110700. /**
  110701. * Class used to provide DDS decompression tools
  110702. */
  110703. export class DDSTools {
  110704. /**
  110705. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  110706. */
  110707. static StoreLODInAlphaChannel: boolean;
  110708. /**
  110709. * Gets DDS information from an array buffer
  110710. * @param arrayBuffer defines the array buffer to read data from
  110711. * @returns the DDS information
  110712. */
  110713. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  110714. private static _FloatView;
  110715. private static _Int32View;
  110716. private static _ToHalfFloat;
  110717. private static _FromHalfFloat;
  110718. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  110719. private static _GetHalfFloatRGBAArrayBuffer;
  110720. private static _GetFloatRGBAArrayBuffer;
  110721. private static _GetFloatAsUIntRGBAArrayBuffer;
  110722. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  110723. private static _GetRGBAArrayBuffer;
  110724. private static _ExtractLongWordOrder;
  110725. private static _GetRGBArrayBuffer;
  110726. private static _GetLuminanceArrayBuffer;
  110727. /**
  110728. * Uploads DDS Levels to a Babylon Texture
  110729. * @hidden
  110730. */
  110731. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  110732. }
  110733. interface Engine {
  110734. /**
  110735. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  110736. * @param rootUrl defines the url where the file to load is located
  110737. * @param scene defines the current scene
  110738. * @param lodScale defines scale to apply to the mip map selection
  110739. * @param lodOffset defines offset to apply to the mip map selection
  110740. * @param onLoad defines an optional callback raised when the texture is loaded
  110741. * @param onError defines an optional callback raised if there is an issue to load the texture
  110742. * @param format defines the format of the data
  110743. * @param forcedExtension defines the extension to use to pick the right loader
  110744. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  110745. * @returns the cube texture as an InternalTexture
  110746. */
  110747. 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;
  110748. }
  110749. }
  110750. declare module BABYLON {
  110751. /**
  110752. * Implementation of the DDS Texture Loader.
  110753. * @hidden
  110754. */
  110755. export class _DDSTextureLoader implements IInternalTextureLoader {
  110756. /**
  110757. * Defines wether the loader supports cascade loading the different faces.
  110758. */
  110759. readonly supportCascades: boolean;
  110760. /**
  110761. * This returns if the loader support the current file information.
  110762. * @param extension defines the file extension of the file being loaded
  110763. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110764. * @param fallback defines the fallback internal texture if any
  110765. * @param isBase64 defines whether the texture is encoded as a base64
  110766. * @param isBuffer defines whether the texture data are stored as a buffer
  110767. * @returns true if the loader can load the specified file
  110768. */
  110769. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110770. /**
  110771. * Transform the url before loading if required.
  110772. * @param rootUrl the url of the texture
  110773. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110774. * @returns the transformed texture
  110775. */
  110776. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110777. /**
  110778. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110779. * @param rootUrl the url of the texture
  110780. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110781. * @returns the fallback texture
  110782. */
  110783. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110784. /**
  110785. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110786. * @param data contains the texture data
  110787. * @param texture defines the BabylonJS internal texture
  110788. * @param createPolynomials will be true if polynomials have been requested
  110789. * @param onLoad defines the callback to trigger once the texture is ready
  110790. * @param onError defines the callback to trigger in case of error
  110791. */
  110792. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110793. /**
  110794. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110795. * @param data contains the texture data
  110796. * @param texture defines the BabylonJS internal texture
  110797. * @param callback defines the method to call once ready to upload
  110798. */
  110799. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110800. }
  110801. }
  110802. declare module BABYLON {
  110803. /** @hidden */
  110804. export var rgbdEncodePixelShader: {
  110805. name: string;
  110806. shader: string;
  110807. };
  110808. }
  110809. declare module BABYLON {
  110810. /**
  110811. * Raw texture data and descriptor sufficient for WebGL texture upload
  110812. */
  110813. export interface EnvironmentTextureInfo {
  110814. /**
  110815. * Version of the environment map
  110816. */
  110817. version: number;
  110818. /**
  110819. * Width of image
  110820. */
  110821. width: number;
  110822. /**
  110823. * Irradiance information stored in the file.
  110824. */
  110825. irradiance: any;
  110826. /**
  110827. * Specular information stored in the file.
  110828. */
  110829. specular: any;
  110830. }
  110831. /**
  110832. * Sets of helpers addressing the serialization and deserialization of environment texture
  110833. * stored in a BabylonJS env file.
  110834. * Those files are usually stored as .env files.
  110835. */
  110836. export class EnvironmentTextureTools {
  110837. /**
  110838. * Magic number identifying the env file.
  110839. */
  110840. private static _MagicBytes;
  110841. /**
  110842. * Gets the environment info from an env file.
  110843. * @param data The array buffer containing the .env bytes.
  110844. * @returns the environment file info (the json header) if successfully parsed.
  110845. */
  110846. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  110847. /**
  110848. * Creates an environment texture from a loaded cube texture.
  110849. * @param texture defines the cube texture to convert in env file
  110850. * @return a promise containing the environment data if succesfull.
  110851. */
  110852. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  110853. /**
  110854. * Creates a JSON representation of the spherical data.
  110855. * @param texture defines the texture containing the polynomials
  110856. * @return the JSON representation of the spherical info
  110857. */
  110858. private static _CreateEnvTextureIrradiance;
  110859. /**
  110860. * Uploads the texture info contained in the env file to the GPU.
  110861. * @param texture defines the internal texture to upload to
  110862. * @param arrayBuffer defines the buffer cotaining the data to load
  110863. * @param info defines the texture info retrieved through the GetEnvInfo method
  110864. * @returns a promise
  110865. */
  110866. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  110867. /**
  110868. * Uploads the levels of image data to the GPU.
  110869. * @param texture defines the internal texture to upload to
  110870. * @param imageData defines the array buffer views of image data [mipmap][face]
  110871. * @returns a promise
  110872. */
  110873. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  110874. /**
  110875. * Uploads spherical polynomials information to the texture.
  110876. * @param texture defines the texture we are trying to upload the information to
  110877. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  110878. */
  110879. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  110880. /** @hidden */
  110881. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  110882. }
  110883. }
  110884. declare module BABYLON {
  110885. /**
  110886. * Implementation of the ENV Texture Loader.
  110887. * @hidden
  110888. */
  110889. export class _ENVTextureLoader implements IInternalTextureLoader {
  110890. /**
  110891. * Defines wether the loader supports cascade loading the different faces.
  110892. */
  110893. readonly supportCascades: boolean;
  110894. /**
  110895. * This returns if the loader support the current file information.
  110896. * @param extension defines the file extension of the file being loaded
  110897. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110898. * @param fallback defines the fallback internal texture if any
  110899. * @param isBase64 defines whether the texture is encoded as a base64
  110900. * @param isBuffer defines whether the texture data are stored as a buffer
  110901. * @returns true if the loader can load the specified file
  110902. */
  110903. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110904. /**
  110905. * Transform the url before loading if required.
  110906. * @param rootUrl the url of the texture
  110907. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110908. * @returns the transformed texture
  110909. */
  110910. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110911. /**
  110912. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110913. * @param rootUrl the url of the texture
  110914. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110915. * @returns the fallback texture
  110916. */
  110917. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110918. /**
  110919. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110920. * @param data contains the texture data
  110921. * @param texture defines the BabylonJS internal texture
  110922. * @param createPolynomials will be true if polynomials have been requested
  110923. * @param onLoad defines the callback to trigger once the texture is ready
  110924. * @param onError defines the callback to trigger in case of error
  110925. */
  110926. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110927. /**
  110928. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110929. * @param data contains the texture data
  110930. * @param texture defines the BabylonJS internal texture
  110931. * @param callback defines the method to call once ready to upload
  110932. */
  110933. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110934. }
  110935. }
  110936. declare module BABYLON {
  110937. /**
  110938. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  110939. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  110940. */
  110941. export class KhronosTextureContainer {
  110942. /** contents of the KTX container file */
  110943. arrayBuffer: any;
  110944. private static HEADER_LEN;
  110945. private static COMPRESSED_2D;
  110946. private static COMPRESSED_3D;
  110947. private static TEX_2D;
  110948. private static TEX_3D;
  110949. /**
  110950. * Gets the openGL type
  110951. */
  110952. glType: number;
  110953. /**
  110954. * Gets the openGL type size
  110955. */
  110956. glTypeSize: number;
  110957. /**
  110958. * Gets the openGL format
  110959. */
  110960. glFormat: number;
  110961. /**
  110962. * Gets the openGL internal format
  110963. */
  110964. glInternalFormat: number;
  110965. /**
  110966. * Gets the base internal format
  110967. */
  110968. glBaseInternalFormat: number;
  110969. /**
  110970. * Gets image width in pixel
  110971. */
  110972. pixelWidth: number;
  110973. /**
  110974. * Gets image height in pixel
  110975. */
  110976. pixelHeight: number;
  110977. /**
  110978. * Gets image depth in pixels
  110979. */
  110980. pixelDepth: number;
  110981. /**
  110982. * Gets the number of array elements
  110983. */
  110984. numberOfArrayElements: number;
  110985. /**
  110986. * Gets the number of faces
  110987. */
  110988. numberOfFaces: number;
  110989. /**
  110990. * Gets the number of mipmap levels
  110991. */
  110992. numberOfMipmapLevels: number;
  110993. /**
  110994. * Gets the bytes of key value data
  110995. */
  110996. bytesOfKeyValueData: number;
  110997. /**
  110998. * Gets the load type
  110999. */
  111000. loadType: number;
  111001. /**
  111002. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111003. */
  111004. isInvalid: boolean;
  111005. /**
  111006. * Creates a new KhronosTextureContainer
  111007. * @param arrayBuffer contents of the KTX container file
  111008. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111009. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111010. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111011. */
  111012. constructor(
  111013. /** contents of the KTX container file */
  111014. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111015. /**
  111016. * Uploads KTX content to a Babylon Texture.
  111017. * It is assumed that the texture has already been created & is currently bound
  111018. * @hidden
  111019. */
  111020. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111021. private _upload2DCompressedLevels;
  111022. }
  111023. }
  111024. declare module BABYLON {
  111025. /**
  111026. * Implementation of the KTX Texture Loader.
  111027. * @hidden
  111028. */
  111029. export class _KTXTextureLoader implements IInternalTextureLoader {
  111030. /**
  111031. * Defines wether the loader supports cascade loading the different faces.
  111032. */
  111033. readonly supportCascades: boolean;
  111034. /**
  111035. * This returns if the loader support the current file information.
  111036. * @param extension defines the file extension of the file being loaded
  111037. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111038. * @param fallback defines the fallback internal texture if any
  111039. * @param isBase64 defines whether the texture is encoded as a base64
  111040. * @param isBuffer defines whether the texture data are stored as a buffer
  111041. * @returns true if the loader can load the specified file
  111042. */
  111043. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111044. /**
  111045. * Transform the url before loading if required.
  111046. * @param rootUrl the url of the texture
  111047. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111048. * @returns the transformed texture
  111049. */
  111050. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111051. /**
  111052. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111053. * @param rootUrl the url of the texture
  111054. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111055. * @returns the fallback texture
  111056. */
  111057. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111058. /**
  111059. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111060. * @param data contains the texture data
  111061. * @param texture defines the BabylonJS internal texture
  111062. * @param createPolynomials will be true if polynomials have been requested
  111063. * @param onLoad defines the callback to trigger once the texture is ready
  111064. * @param onError defines the callback to trigger in case of error
  111065. */
  111066. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111067. /**
  111068. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111069. * @param data contains the texture data
  111070. * @param texture defines the BabylonJS internal texture
  111071. * @param callback defines the method to call once ready to upload
  111072. */
  111073. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111074. }
  111075. }
  111076. declare module BABYLON {
  111077. /**
  111078. * Options for the default xr helper
  111079. */
  111080. export class WebXRDefaultExperienceOptions {
  111081. /**
  111082. * Floor meshes that should be used for teleporting
  111083. */
  111084. floorMeshes: Array<AbstractMesh>;
  111085. }
  111086. /**
  111087. * Default experience which provides a similar setup to the previous webVRExperience
  111088. */
  111089. export class WebXRDefaultExperience {
  111090. /**
  111091. * Base experience
  111092. */
  111093. baseExperience: WebXRExperienceHelper;
  111094. /**
  111095. * Input experience extension
  111096. */
  111097. input: WebXRInput;
  111098. /**
  111099. * Loads the controller models
  111100. */
  111101. controllerModelLoader: WebXRControllerModelLoader;
  111102. /**
  111103. * Enables laser pointer and selection
  111104. */
  111105. pointerSelection: WebXRControllerPointerSelection;
  111106. /**
  111107. * Enables teleportation
  111108. */
  111109. teleportation: WebXRControllerTeleportation;
  111110. /**
  111111. * Enables ui for enetering/exiting xr
  111112. */
  111113. enterExitUI: WebXREnterExitUI;
  111114. /**
  111115. * Default output canvas xr should render to
  111116. */
  111117. outputCanvas: WebXRManagedOutputCanvas;
  111118. /**
  111119. * Creates the default xr experience
  111120. * @param scene scene
  111121. * @param options options for basic configuration
  111122. * @returns resulting WebXRDefaultExperience
  111123. */
  111124. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111125. private constructor();
  111126. /**
  111127. * DIsposes of the experience helper
  111128. */
  111129. dispose(): void;
  111130. }
  111131. }
  111132. declare module BABYLON {
  111133. /** @hidden */
  111134. export var _forceSceneHelpersToBundle: boolean;
  111135. interface Scene {
  111136. /**
  111137. * Creates a default light for the scene.
  111138. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111139. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111140. */
  111141. createDefaultLight(replace?: boolean): void;
  111142. /**
  111143. * Creates a default camera for the scene.
  111144. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111145. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111146. * @param replace has default false, when true replaces the active camera in the scene
  111147. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111148. */
  111149. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111150. /**
  111151. * Creates a default camera and a default light.
  111152. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111153. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111154. * @param replace has the default false, when true replaces the active camera/light in the scene
  111155. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111156. */
  111157. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111158. /**
  111159. * Creates a new sky box
  111160. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111161. * @param environmentTexture defines the texture to use as environment texture
  111162. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111163. * @param scale defines the overall scale of the skybox
  111164. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111165. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111166. * @returns a new mesh holding the sky box
  111167. */
  111168. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111169. /**
  111170. * Creates a new environment
  111171. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111172. * @param options defines the options you can use to configure the environment
  111173. * @returns the new EnvironmentHelper
  111174. */
  111175. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111176. /**
  111177. * Creates a new VREXperienceHelper
  111178. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111179. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111180. * @returns a new VREXperienceHelper
  111181. */
  111182. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111183. /**
  111184. * Creates a new WebXRDefaultExperience
  111185. * @see http://doc.babylonjs.com/how_to/webxr
  111186. * @param options experience options
  111187. * @returns a promise for a new WebXRDefaultExperience
  111188. */
  111189. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111190. }
  111191. }
  111192. declare module BABYLON {
  111193. /**
  111194. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111195. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111196. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111197. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111198. */
  111199. export class VideoDome extends TransformNode {
  111200. /**
  111201. * Define the video source as a Monoscopic panoramic 360 video.
  111202. */
  111203. static readonly MODE_MONOSCOPIC: number;
  111204. /**
  111205. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111206. */
  111207. static readonly MODE_TOPBOTTOM: number;
  111208. /**
  111209. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111210. */
  111211. static readonly MODE_SIDEBYSIDE: number;
  111212. private _useDirectMapping;
  111213. /**
  111214. * The video texture being displayed on the sphere
  111215. */
  111216. protected _videoTexture: VideoTexture;
  111217. /**
  111218. * Gets the video texture being displayed on the sphere
  111219. */
  111220. readonly videoTexture: VideoTexture;
  111221. /**
  111222. * The skybox material
  111223. */
  111224. protected _material: BackgroundMaterial;
  111225. /**
  111226. * The surface used for the skybox
  111227. */
  111228. protected _mesh: Mesh;
  111229. /**
  111230. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111231. * Also see the options.resolution property.
  111232. */
  111233. fovMultiplier: number;
  111234. private _videoMode;
  111235. /**
  111236. * Gets or set the current video mode for the video. It can be:
  111237. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111238. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111239. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111240. */
  111241. videoMode: number;
  111242. /**
  111243. * Oberserver used in Stereoscopic VR Mode.
  111244. */
  111245. private _onBeforeCameraRenderObserver;
  111246. /**
  111247. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111248. * @param name Element's name, child elements will append suffixes for their own names.
  111249. * @param urlsOrVideo defines the url(s) or the video element to use
  111250. * @param options An object containing optional or exposed sub element properties
  111251. */
  111252. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111253. resolution?: number;
  111254. clickToPlay?: boolean;
  111255. autoPlay?: boolean;
  111256. loop?: boolean;
  111257. size?: number;
  111258. poster?: string;
  111259. faceForward?: boolean;
  111260. useDirectMapping?: boolean;
  111261. }, scene: Scene);
  111262. private _changeVideoMode;
  111263. /**
  111264. * Releases resources associated with this node.
  111265. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111266. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111267. */
  111268. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111269. }
  111270. }
  111271. declare module BABYLON {
  111272. /**
  111273. * This class can be used to get instrumentation data from a Babylon engine
  111274. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111275. */
  111276. export class EngineInstrumentation implements IDisposable {
  111277. /**
  111278. * Define the instrumented engine.
  111279. */
  111280. engine: Engine;
  111281. private _captureGPUFrameTime;
  111282. private _gpuFrameTimeToken;
  111283. private _gpuFrameTime;
  111284. private _captureShaderCompilationTime;
  111285. private _shaderCompilationTime;
  111286. private _onBeginFrameObserver;
  111287. private _onEndFrameObserver;
  111288. private _onBeforeShaderCompilationObserver;
  111289. private _onAfterShaderCompilationObserver;
  111290. /**
  111291. * Gets the perf counter used for GPU frame time
  111292. */
  111293. readonly gpuFrameTimeCounter: PerfCounter;
  111294. /**
  111295. * Gets the GPU frame time capture status
  111296. */
  111297. /**
  111298. * Enable or disable the GPU frame time capture
  111299. */
  111300. captureGPUFrameTime: boolean;
  111301. /**
  111302. * Gets the perf counter used for shader compilation time
  111303. */
  111304. readonly shaderCompilationTimeCounter: PerfCounter;
  111305. /**
  111306. * Gets the shader compilation time capture status
  111307. */
  111308. /**
  111309. * Enable or disable the shader compilation time capture
  111310. */
  111311. captureShaderCompilationTime: boolean;
  111312. /**
  111313. * Instantiates a new engine instrumentation.
  111314. * This class can be used to get instrumentation data from a Babylon engine
  111315. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111316. * @param engine Defines the engine to instrument
  111317. */
  111318. constructor(
  111319. /**
  111320. * Define the instrumented engine.
  111321. */
  111322. engine: Engine);
  111323. /**
  111324. * Dispose and release associated resources.
  111325. */
  111326. dispose(): void;
  111327. }
  111328. }
  111329. declare module BABYLON {
  111330. /**
  111331. * This class can be used to get instrumentation data from a Babylon engine
  111332. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111333. */
  111334. export class SceneInstrumentation implements IDisposable {
  111335. /**
  111336. * Defines the scene to instrument
  111337. */
  111338. scene: Scene;
  111339. private _captureActiveMeshesEvaluationTime;
  111340. private _activeMeshesEvaluationTime;
  111341. private _captureRenderTargetsRenderTime;
  111342. private _renderTargetsRenderTime;
  111343. private _captureFrameTime;
  111344. private _frameTime;
  111345. private _captureRenderTime;
  111346. private _renderTime;
  111347. private _captureInterFrameTime;
  111348. private _interFrameTime;
  111349. private _captureParticlesRenderTime;
  111350. private _particlesRenderTime;
  111351. private _captureSpritesRenderTime;
  111352. private _spritesRenderTime;
  111353. private _capturePhysicsTime;
  111354. private _physicsTime;
  111355. private _captureAnimationsTime;
  111356. private _animationsTime;
  111357. private _captureCameraRenderTime;
  111358. private _cameraRenderTime;
  111359. private _onBeforeActiveMeshesEvaluationObserver;
  111360. private _onAfterActiveMeshesEvaluationObserver;
  111361. private _onBeforeRenderTargetsRenderObserver;
  111362. private _onAfterRenderTargetsRenderObserver;
  111363. private _onAfterRenderObserver;
  111364. private _onBeforeDrawPhaseObserver;
  111365. private _onAfterDrawPhaseObserver;
  111366. private _onBeforeAnimationsObserver;
  111367. private _onBeforeParticlesRenderingObserver;
  111368. private _onAfterParticlesRenderingObserver;
  111369. private _onBeforeSpritesRenderingObserver;
  111370. private _onAfterSpritesRenderingObserver;
  111371. private _onBeforePhysicsObserver;
  111372. private _onAfterPhysicsObserver;
  111373. private _onAfterAnimationsObserver;
  111374. private _onBeforeCameraRenderObserver;
  111375. private _onAfterCameraRenderObserver;
  111376. /**
  111377. * Gets the perf counter used for active meshes evaluation time
  111378. */
  111379. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111380. /**
  111381. * Gets the active meshes evaluation time capture status
  111382. */
  111383. /**
  111384. * Enable or disable the active meshes evaluation time capture
  111385. */
  111386. captureActiveMeshesEvaluationTime: boolean;
  111387. /**
  111388. * Gets the perf counter used for render targets render time
  111389. */
  111390. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111391. /**
  111392. * Gets the render targets render time capture status
  111393. */
  111394. /**
  111395. * Enable or disable the render targets render time capture
  111396. */
  111397. captureRenderTargetsRenderTime: boolean;
  111398. /**
  111399. * Gets the perf counter used for particles render time
  111400. */
  111401. readonly particlesRenderTimeCounter: PerfCounter;
  111402. /**
  111403. * Gets the particles render time capture status
  111404. */
  111405. /**
  111406. * Enable or disable the particles render time capture
  111407. */
  111408. captureParticlesRenderTime: boolean;
  111409. /**
  111410. * Gets the perf counter used for sprites render time
  111411. */
  111412. readonly spritesRenderTimeCounter: PerfCounter;
  111413. /**
  111414. * Gets the sprites render time capture status
  111415. */
  111416. /**
  111417. * Enable or disable the sprites render time capture
  111418. */
  111419. captureSpritesRenderTime: boolean;
  111420. /**
  111421. * Gets the perf counter used for physics time
  111422. */
  111423. readonly physicsTimeCounter: PerfCounter;
  111424. /**
  111425. * Gets the physics time capture status
  111426. */
  111427. /**
  111428. * Enable or disable the physics time capture
  111429. */
  111430. capturePhysicsTime: boolean;
  111431. /**
  111432. * Gets the perf counter used for animations time
  111433. */
  111434. readonly animationsTimeCounter: PerfCounter;
  111435. /**
  111436. * Gets the animations time capture status
  111437. */
  111438. /**
  111439. * Enable or disable the animations time capture
  111440. */
  111441. captureAnimationsTime: boolean;
  111442. /**
  111443. * Gets the perf counter used for frame time capture
  111444. */
  111445. readonly frameTimeCounter: PerfCounter;
  111446. /**
  111447. * Gets the frame time capture status
  111448. */
  111449. /**
  111450. * Enable or disable the frame time capture
  111451. */
  111452. captureFrameTime: boolean;
  111453. /**
  111454. * Gets the perf counter used for inter-frames time capture
  111455. */
  111456. readonly interFrameTimeCounter: PerfCounter;
  111457. /**
  111458. * Gets the inter-frames time capture status
  111459. */
  111460. /**
  111461. * Enable or disable the inter-frames time capture
  111462. */
  111463. captureInterFrameTime: boolean;
  111464. /**
  111465. * Gets the perf counter used for render time capture
  111466. */
  111467. readonly renderTimeCounter: PerfCounter;
  111468. /**
  111469. * Gets the render time capture status
  111470. */
  111471. /**
  111472. * Enable or disable the render time capture
  111473. */
  111474. captureRenderTime: boolean;
  111475. /**
  111476. * Gets the perf counter used for camera render time capture
  111477. */
  111478. readonly cameraRenderTimeCounter: PerfCounter;
  111479. /**
  111480. * Gets the camera render time capture status
  111481. */
  111482. /**
  111483. * Enable or disable the camera render time capture
  111484. */
  111485. captureCameraRenderTime: boolean;
  111486. /**
  111487. * Gets the perf counter used for draw calls
  111488. */
  111489. readonly drawCallsCounter: PerfCounter;
  111490. /**
  111491. * Instantiates a new scene instrumentation.
  111492. * This class can be used to get instrumentation data from a Babylon engine
  111493. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111494. * @param scene Defines the scene to instrument
  111495. */
  111496. constructor(
  111497. /**
  111498. * Defines the scene to instrument
  111499. */
  111500. scene: Scene);
  111501. /**
  111502. * Dispose and release associated resources.
  111503. */
  111504. dispose(): void;
  111505. }
  111506. }
  111507. declare module BABYLON {
  111508. /** @hidden */
  111509. export var glowMapGenerationPixelShader: {
  111510. name: string;
  111511. shader: string;
  111512. };
  111513. }
  111514. declare module BABYLON {
  111515. /** @hidden */
  111516. export var glowMapGenerationVertexShader: {
  111517. name: string;
  111518. shader: string;
  111519. };
  111520. }
  111521. declare module BABYLON {
  111522. /**
  111523. * Effect layer options. This helps customizing the behaviour
  111524. * of the effect layer.
  111525. */
  111526. export interface IEffectLayerOptions {
  111527. /**
  111528. * Multiplication factor apply to the canvas size to compute the render target size
  111529. * used to generated the objects (the smaller the faster).
  111530. */
  111531. mainTextureRatio: number;
  111532. /**
  111533. * Enforces a fixed size texture to ensure effect stability across devices.
  111534. */
  111535. mainTextureFixedSize?: number;
  111536. /**
  111537. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111538. */
  111539. alphaBlendingMode: number;
  111540. /**
  111541. * The camera attached to the layer.
  111542. */
  111543. camera: Nullable<Camera>;
  111544. /**
  111545. * The rendering group to draw the layer in.
  111546. */
  111547. renderingGroupId: number;
  111548. }
  111549. /**
  111550. * The effect layer Helps adding post process effect blended with the main pass.
  111551. *
  111552. * This can be for instance use to generate glow or higlight effects on the scene.
  111553. *
  111554. * The effect layer class can not be used directly and is intented to inherited from to be
  111555. * customized per effects.
  111556. */
  111557. export abstract class EffectLayer {
  111558. private _vertexBuffers;
  111559. private _indexBuffer;
  111560. private _cachedDefines;
  111561. private _effectLayerMapGenerationEffect;
  111562. private _effectLayerOptions;
  111563. private _mergeEffect;
  111564. protected _scene: Scene;
  111565. protected _engine: Engine;
  111566. protected _maxSize: number;
  111567. protected _mainTextureDesiredSize: ISize;
  111568. protected _mainTexture: RenderTargetTexture;
  111569. protected _shouldRender: boolean;
  111570. protected _postProcesses: PostProcess[];
  111571. protected _textures: BaseTexture[];
  111572. protected _emissiveTextureAndColor: {
  111573. texture: Nullable<BaseTexture>;
  111574. color: Color4;
  111575. };
  111576. /**
  111577. * The name of the layer
  111578. */
  111579. name: string;
  111580. /**
  111581. * The clear color of the texture used to generate the glow map.
  111582. */
  111583. neutralColor: Color4;
  111584. /**
  111585. * Specifies wether the highlight layer is enabled or not.
  111586. */
  111587. isEnabled: boolean;
  111588. /**
  111589. * Gets the camera attached to the layer.
  111590. */
  111591. readonly camera: Nullable<Camera>;
  111592. /**
  111593. * Gets the rendering group id the layer should render in.
  111594. */
  111595. renderingGroupId: number;
  111596. /**
  111597. * An event triggered when the effect layer has been disposed.
  111598. */
  111599. onDisposeObservable: Observable<EffectLayer>;
  111600. /**
  111601. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111602. */
  111603. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111604. /**
  111605. * An event triggered when the generated texture is being merged in the scene.
  111606. */
  111607. onBeforeComposeObservable: Observable<EffectLayer>;
  111608. /**
  111609. * An event triggered when the generated texture has been merged in the scene.
  111610. */
  111611. onAfterComposeObservable: Observable<EffectLayer>;
  111612. /**
  111613. * An event triggered when the efffect layer changes its size.
  111614. */
  111615. onSizeChangedObservable: Observable<EffectLayer>;
  111616. /** @hidden */
  111617. static _SceneComponentInitialization: (scene: Scene) => void;
  111618. /**
  111619. * Instantiates a new effect Layer and references it in the scene.
  111620. * @param name The name of the layer
  111621. * @param scene The scene to use the layer in
  111622. */
  111623. constructor(
  111624. /** The Friendly of the effect in the scene */
  111625. name: string, scene: Scene);
  111626. /**
  111627. * Get the effect name of the layer.
  111628. * @return The effect name
  111629. */
  111630. abstract getEffectName(): string;
  111631. /**
  111632. * Checks for the readiness of the element composing the layer.
  111633. * @param subMesh the mesh to check for
  111634. * @param useInstances specify wether or not to use instances to render the mesh
  111635. * @return true if ready otherwise, false
  111636. */
  111637. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111638. /**
  111639. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111640. * @returns true if the effect requires stencil during the main canvas render pass.
  111641. */
  111642. abstract needStencil(): boolean;
  111643. /**
  111644. * Create the merge effect. This is the shader use to blit the information back
  111645. * to the main canvas at the end of the scene rendering.
  111646. * @returns The effect containing the shader used to merge the effect on the main canvas
  111647. */
  111648. protected abstract _createMergeEffect(): Effect;
  111649. /**
  111650. * Creates the render target textures and post processes used in the effect layer.
  111651. */
  111652. protected abstract _createTextureAndPostProcesses(): void;
  111653. /**
  111654. * Implementation specific of rendering the generating effect on the main canvas.
  111655. * @param effect The effect used to render through
  111656. */
  111657. protected abstract _internalRender(effect: Effect): void;
  111658. /**
  111659. * Sets the required values for both the emissive texture and and the main color.
  111660. */
  111661. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111662. /**
  111663. * Free any resources and references associated to a mesh.
  111664. * Internal use
  111665. * @param mesh The mesh to free.
  111666. */
  111667. abstract _disposeMesh(mesh: Mesh): void;
  111668. /**
  111669. * Serializes this layer (Glow or Highlight for example)
  111670. * @returns a serialized layer object
  111671. */
  111672. abstract serialize?(): any;
  111673. /**
  111674. * Initializes the effect layer with the required options.
  111675. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111676. */
  111677. protected _init(options: Partial<IEffectLayerOptions>): void;
  111678. /**
  111679. * Generates the index buffer of the full screen quad blending to the main canvas.
  111680. */
  111681. private _generateIndexBuffer;
  111682. /**
  111683. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111684. */
  111685. private _generateVertexBuffer;
  111686. /**
  111687. * Sets the main texture desired size which is the closest power of two
  111688. * of the engine canvas size.
  111689. */
  111690. private _setMainTextureSize;
  111691. /**
  111692. * Creates the main texture for the effect layer.
  111693. */
  111694. protected _createMainTexture(): void;
  111695. /**
  111696. * Adds specific effects defines.
  111697. * @param defines The defines to add specifics to.
  111698. */
  111699. protected _addCustomEffectDefines(defines: string[]): void;
  111700. /**
  111701. * Checks for the readiness of the element composing the layer.
  111702. * @param subMesh the mesh to check for
  111703. * @param useInstances specify wether or not to use instances to render the mesh
  111704. * @param emissiveTexture the associated emissive texture used to generate the glow
  111705. * @return true if ready otherwise, false
  111706. */
  111707. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  111708. /**
  111709. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111710. */
  111711. render(): void;
  111712. /**
  111713. * Determine if a given mesh will be used in the current effect.
  111714. * @param mesh mesh to test
  111715. * @returns true if the mesh will be used
  111716. */
  111717. hasMesh(mesh: AbstractMesh): boolean;
  111718. /**
  111719. * Returns true if the layer contains information to display, otherwise false.
  111720. * @returns true if the glow layer should be rendered
  111721. */
  111722. shouldRender(): boolean;
  111723. /**
  111724. * Returns true if the mesh should render, otherwise false.
  111725. * @param mesh The mesh to render
  111726. * @returns true if it should render otherwise false
  111727. */
  111728. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  111729. /**
  111730. * Returns true if the mesh can be rendered, otherwise false.
  111731. * @param mesh The mesh to render
  111732. * @param material The material used on the mesh
  111733. * @returns true if it can be rendered otherwise false
  111734. */
  111735. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111736. /**
  111737. * Returns true if the mesh should render, otherwise false.
  111738. * @param mesh The mesh to render
  111739. * @returns true if it should render otherwise false
  111740. */
  111741. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  111742. /**
  111743. * Renders the submesh passed in parameter to the generation map.
  111744. */
  111745. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  111746. /**
  111747. * Rebuild the required buffers.
  111748. * @hidden Internal use only.
  111749. */
  111750. _rebuild(): void;
  111751. /**
  111752. * Dispose only the render target textures and post process.
  111753. */
  111754. private _disposeTextureAndPostProcesses;
  111755. /**
  111756. * Dispose the highlight layer and free resources.
  111757. */
  111758. dispose(): void;
  111759. /**
  111760. * Gets the class name of the effect layer
  111761. * @returns the string with the class name of the effect layer
  111762. */
  111763. getClassName(): string;
  111764. /**
  111765. * Creates an effect layer from parsed effect layer data
  111766. * @param parsedEffectLayer defines effect layer data
  111767. * @param scene defines the current scene
  111768. * @param rootUrl defines the root URL containing the effect layer information
  111769. * @returns a parsed effect Layer
  111770. */
  111771. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  111772. }
  111773. }
  111774. declare module BABYLON {
  111775. interface AbstractScene {
  111776. /**
  111777. * The list of effect layers (highlights/glow) added to the scene
  111778. * @see http://doc.babylonjs.com/how_to/highlight_layer
  111779. * @see http://doc.babylonjs.com/how_to/glow_layer
  111780. */
  111781. effectLayers: Array<EffectLayer>;
  111782. /**
  111783. * Removes the given effect layer from this scene.
  111784. * @param toRemove defines the effect layer to remove
  111785. * @returns the index of the removed effect layer
  111786. */
  111787. removeEffectLayer(toRemove: EffectLayer): number;
  111788. /**
  111789. * Adds the given effect layer to this scene
  111790. * @param newEffectLayer defines the effect layer to add
  111791. */
  111792. addEffectLayer(newEffectLayer: EffectLayer): void;
  111793. }
  111794. /**
  111795. * Defines the layer scene component responsible to manage any effect layers
  111796. * in a given scene.
  111797. */
  111798. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  111799. /**
  111800. * The component name helpfull to identify the component in the list of scene components.
  111801. */
  111802. readonly name: string;
  111803. /**
  111804. * The scene the component belongs to.
  111805. */
  111806. scene: Scene;
  111807. private _engine;
  111808. private _renderEffects;
  111809. private _needStencil;
  111810. private _previousStencilState;
  111811. /**
  111812. * Creates a new instance of the component for the given scene
  111813. * @param scene Defines the scene to register the component in
  111814. */
  111815. constructor(scene: Scene);
  111816. /**
  111817. * Registers the component in a given scene
  111818. */
  111819. register(): void;
  111820. /**
  111821. * Rebuilds the elements related to this component in case of
  111822. * context lost for instance.
  111823. */
  111824. rebuild(): void;
  111825. /**
  111826. * Serializes the component data to the specified json object
  111827. * @param serializationObject The object to serialize to
  111828. */
  111829. serialize(serializationObject: any): void;
  111830. /**
  111831. * Adds all the elements from the container to the scene
  111832. * @param container the container holding the elements
  111833. */
  111834. addFromContainer(container: AbstractScene): void;
  111835. /**
  111836. * Removes all the elements in the container from the scene
  111837. * @param container contains the elements to remove
  111838. * @param dispose if the removed element should be disposed (default: false)
  111839. */
  111840. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  111841. /**
  111842. * Disposes the component and the associated ressources.
  111843. */
  111844. dispose(): void;
  111845. private _isReadyForMesh;
  111846. private _renderMainTexture;
  111847. private _setStencil;
  111848. private _setStencilBack;
  111849. private _draw;
  111850. private _drawCamera;
  111851. private _drawRenderingGroup;
  111852. }
  111853. }
  111854. declare module BABYLON {
  111855. /** @hidden */
  111856. export var glowMapMergePixelShader: {
  111857. name: string;
  111858. shader: string;
  111859. };
  111860. }
  111861. declare module BABYLON {
  111862. /** @hidden */
  111863. export var glowMapMergeVertexShader: {
  111864. name: string;
  111865. shader: string;
  111866. };
  111867. }
  111868. declare module BABYLON {
  111869. interface AbstractScene {
  111870. /**
  111871. * Return a the first highlight layer of the scene with a given name.
  111872. * @param name The name of the highlight layer to look for.
  111873. * @return The highlight layer if found otherwise null.
  111874. */
  111875. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  111876. }
  111877. /**
  111878. * Glow layer options. This helps customizing the behaviour
  111879. * of the glow layer.
  111880. */
  111881. export interface IGlowLayerOptions {
  111882. /**
  111883. * Multiplication factor apply to the canvas size to compute the render target size
  111884. * used to generated the glowing objects (the smaller the faster).
  111885. */
  111886. mainTextureRatio: number;
  111887. /**
  111888. * Enforces a fixed size texture to ensure resize independant blur.
  111889. */
  111890. mainTextureFixedSize?: number;
  111891. /**
  111892. * How big is the kernel of the blur texture.
  111893. */
  111894. blurKernelSize: number;
  111895. /**
  111896. * The camera attached to the layer.
  111897. */
  111898. camera: Nullable<Camera>;
  111899. /**
  111900. * Enable MSAA by chosing the number of samples.
  111901. */
  111902. mainTextureSamples?: number;
  111903. /**
  111904. * The rendering group to draw the layer in.
  111905. */
  111906. renderingGroupId: number;
  111907. }
  111908. /**
  111909. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111910. *
  111911. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111912. * glowy meshes to your scene.
  111913. *
  111914. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111915. */
  111916. export class GlowLayer extends EffectLayer {
  111917. /**
  111918. * Effect Name of the layer.
  111919. */
  111920. static readonly EffectName: string;
  111921. /**
  111922. * The default blur kernel size used for the glow.
  111923. */
  111924. static DefaultBlurKernelSize: number;
  111925. /**
  111926. * The default texture size ratio used for the glow.
  111927. */
  111928. static DefaultTextureRatio: number;
  111929. /**
  111930. * Sets the kernel size of the blur.
  111931. */
  111932. /**
  111933. * Gets the kernel size of the blur.
  111934. */
  111935. blurKernelSize: number;
  111936. /**
  111937. * Sets the glow intensity.
  111938. */
  111939. /**
  111940. * Gets the glow intensity.
  111941. */
  111942. intensity: number;
  111943. private _options;
  111944. private _intensity;
  111945. private _horizontalBlurPostprocess1;
  111946. private _verticalBlurPostprocess1;
  111947. private _horizontalBlurPostprocess2;
  111948. private _verticalBlurPostprocess2;
  111949. private _blurTexture1;
  111950. private _blurTexture2;
  111951. private _postProcesses1;
  111952. private _postProcesses2;
  111953. private _includedOnlyMeshes;
  111954. private _excludedMeshes;
  111955. /**
  111956. * Callback used to let the user override the color selection on a per mesh basis
  111957. */
  111958. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  111959. /**
  111960. * Callback used to let the user override the texture selection on a per mesh basis
  111961. */
  111962. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  111963. /**
  111964. * Instantiates a new glow Layer and references it to the scene.
  111965. * @param name The name of the layer
  111966. * @param scene The scene to use the layer in
  111967. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111968. */
  111969. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  111970. /**
  111971. * Get the effect name of the layer.
  111972. * @return The effect name
  111973. */
  111974. getEffectName(): string;
  111975. /**
  111976. * Create the merge effect. This is the shader use to blit the information back
  111977. * to the main canvas at the end of the scene rendering.
  111978. */
  111979. protected _createMergeEffect(): Effect;
  111980. /**
  111981. * Creates the render target textures and post processes used in the glow layer.
  111982. */
  111983. protected _createTextureAndPostProcesses(): void;
  111984. /**
  111985. * Checks for the readiness of the element composing the layer.
  111986. * @param subMesh the mesh to check for
  111987. * @param useInstances specify wether or not to use instances to render the mesh
  111988. * @param emissiveTexture the associated emissive texture used to generate the glow
  111989. * @return true if ready otherwise, false
  111990. */
  111991. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111992. /**
  111993. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111994. */
  111995. needStencil(): boolean;
  111996. /**
  111997. * Returns true if the mesh can be rendered, otherwise false.
  111998. * @param mesh The mesh to render
  111999. * @param material The material used on the mesh
  112000. * @returns true if it can be rendered otherwise false
  112001. */
  112002. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112003. /**
  112004. * Implementation specific of rendering the generating effect on the main canvas.
  112005. * @param effect The effect used to render through
  112006. */
  112007. protected _internalRender(effect: Effect): void;
  112008. /**
  112009. * Sets the required values for both the emissive texture and and the main color.
  112010. */
  112011. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112012. /**
  112013. * Returns true if the mesh should render, otherwise false.
  112014. * @param mesh The mesh to render
  112015. * @returns true if it should render otherwise false
  112016. */
  112017. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112018. /**
  112019. * Adds specific effects defines.
  112020. * @param defines The defines to add specifics to.
  112021. */
  112022. protected _addCustomEffectDefines(defines: string[]): void;
  112023. /**
  112024. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112025. * @param mesh The mesh to exclude from the glow layer
  112026. */
  112027. addExcludedMesh(mesh: Mesh): void;
  112028. /**
  112029. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112030. * @param mesh The mesh to remove
  112031. */
  112032. removeExcludedMesh(mesh: Mesh): void;
  112033. /**
  112034. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112035. * @param mesh The mesh to include in the glow layer
  112036. */
  112037. addIncludedOnlyMesh(mesh: Mesh): void;
  112038. /**
  112039. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112040. * @param mesh The mesh to remove
  112041. */
  112042. removeIncludedOnlyMesh(mesh: Mesh): void;
  112043. /**
  112044. * Determine if a given mesh will be used in the glow layer
  112045. * @param mesh The mesh to test
  112046. * @returns true if the mesh will be highlighted by the current glow layer
  112047. */
  112048. hasMesh(mesh: AbstractMesh): boolean;
  112049. /**
  112050. * Free any resources and references associated to a mesh.
  112051. * Internal use
  112052. * @param mesh The mesh to free.
  112053. * @hidden
  112054. */
  112055. _disposeMesh(mesh: Mesh): void;
  112056. /**
  112057. * Gets the class name of the effect layer
  112058. * @returns the string with the class name of the effect layer
  112059. */
  112060. getClassName(): string;
  112061. /**
  112062. * Serializes this glow layer
  112063. * @returns a serialized glow layer object
  112064. */
  112065. serialize(): any;
  112066. /**
  112067. * Creates a Glow Layer from parsed glow layer data
  112068. * @param parsedGlowLayer defines glow layer data
  112069. * @param scene defines the current scene
  112070. * @param rootUrl defines the root URL containing the glow layer information
  112071. * @returns a parsed Glow Layer
  112072. */
  112073. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112074. }
  112075. }
  112076. declare module BABYLON {
  112077. /** @hidden */
  112078. export var glowBlurPostProcessPixelShader: {
  112079. name: string;
  112080. shader: string;
  112081. };
  112082. }
  112083. declare module BABYLON {
  112084. interface AbstractScene {
  112085. /**
  112086. * Return a the first highlight layer of the scene with a given name.
  112087. * @param name The name of the highlight layer to look for.
  112088. * @return The highlight layer if found otherwise null.
  112089. */
  112090. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112091. }
  112092. /**
  112093. * Highlight layer options. This helps customizing the behaviour
  112094. * of the highlight layer.
  112095. */
  112096. export interface IHighlightLayerOptions {
  112097. /**
  112098. * Multiplication factor apply to the canvas size to compute the render target size
  112099. * used to generated the glowing objects (the smaller the faster).
  112100. */
  112101. mainTextureRatio: number;
  112102. /**
  112103. * Enforces a fixed size texture to ensure resize independant blur.
  112104. */
  112105. mainTextureFixedSize?: number;
  112106. /**
  112107. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112108. * of the picture to blur (the smaller the faster).
  112109. */
  112110. blurTextureSizeRatio: number;
  112111. /**
  112112. * How big in texel of the blur texture is the vertical blur.
  112113. */
  112114. blurVerticalSize: number;
  112115. /**
  112116. * How big in texel of the blur texture is the horizontal blur.
  112117. */
  112118. blurHorizontalSize: number;
  112119. /**
  112120. * Alpha blending mode used to apply the blur. Default is combine.
  112121. */
  112122. alphaBlendingMode: number;
  112123. /**
  112124. * The camera attached to the layer.
  112125. */
  112126. camera: Nullable<Camera>;
  112127. /**
  112128. * Should we display highlight as a solid stroke?
  112129. */
  112130. isStroke?: boolean;
  112131. /**
  112132. * The rendering group to draw the layer in.
  112133. */
  112134. renderingGroupId: number;
  112135. }
  112136. /**
  112137. * The highlight layer Helps adding a glow effect around a mesh.
  112138. *
  112139. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112140. * glowy meshes to your scene.
  112141. *
  112142. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112143. */
  112144. export class HighlightLayer extends EffectLayer {
  112145. name: string;
  112146. /**
  112147. * Effect Name of the highlight layer.
  112148. */
  112149. static readonly EffectName: string;
  112150. /**
  112151. * The neutral color used during the preparation of the glow effect.
  112152. * This is black by default as the blend operation is a blend operation.
  112153. */
  112154. static NeutralColor: Color4;
  112155. /**
  112156. * Stencil value used for glowing meshes.
  112157. */
  112158. static GlowingMeshStencilReference: number;
  112159. /**
  112160. * Stencil value used for the other meshes in the scene.
  112161. */
  112162. static NormalMeshStencilReference: number;
  112163. /**
  112164. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112165. */
  112166. innerGlow: boolean;
  112167. /**
  112168. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112169. */
  112170. outerGlow: boolean;
  112171. /**
  112172. * Specifies the horizontal size of the blur.
  112173. */
  112174. /**
  112175. * Gets the horizontal size of the blur.
  112176. */
  112177. blurHorizontalSize: number;
  112178. /**
  112179. * Specifies the vertical size of the blur.
  112180. */
  112181. /**
  112182. * Gets the vertical size of the blur.
  112183. */
  112184. blurVerticalSize: number;
  112185. /**
  112186. * An event triggered when the highlight layer is being blurred.
  112187. */
  112188. onBeforeBlurObservable: Observable<HighlightLayer>;
  112189. /**
  112190. * An event triggered when the highlight layer has been blurred.
  112191. */
  112192. onAfterBlurObservable: Observable<HighlightLayer>;
  112193. private _instanceGlowingMeshStencilReference;
  112194. private _options;
  112195. private _downSamplePostprocess;
  112196. private _horizontalBlurPostprocess;
  112197. private _verticalBlurPostprocess;
  112198. private _blurTexture;
  112199. private _meshes;
  112200. private _excludedMeshes;
  112201. /**
  112202. * Instantiates a new highlight Layer and references it to the scene..
  112203. * @param name The name of the layer
  112204. * @param scene The scene to use the layer in
  112205. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112206. */
  112207. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112208. /**
  112209. * Get the effect name of the layer.
  112210. * @return The effect name
  112211. */
  112212. getEffectName(): string;
  112213. /**
  112214. * Create the merge effect. This is the shader use to blit the information back
  112215. * to the main canvas at the end of the scene rendering.
  112216. */
  112217. protected _createMergeEffect(): Effect;
  112218. /**
  112219. * Creates the render target textures and post processes used in the highlight layer.
  112220. */
  112221. protected _createTextureAndPostProcesses(): void;
  112222. /**
  112223. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112224. */
  112225. needStencil(): boolean;
  112226. /**
  112227. * Checks for the readiness of the element composing the layer.
  112228. * @param subMesh the mesh to check for
  112229. * @param useInstances specify wether or not to use instances to render the mesh
  112230. * @param emissiveTexture the associated emissive texture used to generate the glow
  112231. * @return true if ready otherwise, false
  112232. */
  112233. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112234. /**
  112235. * Implementation specific of rendering the generating effect on the main canvas.
  112236. * @param effect The effect used to render through
  112237. */
  112238. protected _internalRender(effect: Effect): void;
  112239. /**
  112240. * Returns true if the layer contains information to display, otherwise false.
  112241. */
  112242. shouldRender(): boolean;
  112243. /**
  112244. * Returns true if the mesh should render, otherwise false.
  112245. * @param mesh The mesh to render
  112246. * @returns true if it should render otherwise false
  112247. */
  112248. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112249. /**
  112250. * Sets the required values for both the emissive texture and and the main color.
  112251. */
  112252. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112253. /**
  112254. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112255. * @param mesh The mesh to exclude from the highlight layer
  112256. */
  112257. addExcludedMesh(mesh: Mesh): void;
  112258. /**
  112259. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112260. * @param mesh The mesh to highlight
  112261. */
  112262. removeExcludedMesh(mesh: Mesh): void;
  112263. /**
  112264. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112265. * @param mesh mesh to test
  112266. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112267. */
  112268. hasMesh(mesh: AbstractMesh): boolean;
  112269. /**
  112270. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112271. * @param mesh The mesh to highlight
  112272. * @param color The color of the highlight
  112273. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112274. */
  112275. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112276. /**
  112277. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112278. * @param mesh The mesh to highlight
  112279. */
  112280. removeMesh(mesh: Mesh): void;
  112281. /**
  112282. * Force the stencil to the normal expected value for none glowing parts
  112283. */
  112284. private _defaultStencilReference;
  112285. /**
  112286. * Free any resources and references associated to a mesh.
  112287. * Internal use
  112288. * @param mesh The mesh to free.
  112289. * @hidden
  112290. */
  112291. _disposeMesh(mesh: Mesh): void;
  112292. /**
  112293. * Dispose the highlight layer and free resources.
  112294. */
  112295. dispose(): void;
  112296. /**
  112297. * Gets the class name of the effect layer
  112298. * @returns the string with the class name of the effect layer
  112299. */
  112300. getClassName(): string;
  112301. /**
  112302. * Serializes this Highlight layer
  112303. * @returns a serialized Highlight layer object
  112304. */
  112305. serialize(): any;
  112306. /**
  112307. * Creates a Highlight layer from parsed Highlight layer data
  112308. * @param parsedHightlightLayer defines the Highlight layer data
  112309. * @param scene defines the current scene
  112310. * @param rootUrl defines the root URL containing the Highlight layer information
  112311. * @returns a parsed Highlight layer
  112312. */
  112313. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112314. }
  112315. }
  112316. declare module BABYLON {
  112317. interface AbstractScene {
  112318. /**
  112319. * The list of layers (background and foreground) of the scene
  112320. */
  112321. layers: Array<Layer>;
  112322. }
  112323. /**
  112324. * Defines the layer scene component responsible to manage any layers
  112325. * in a given scene.
  112326. */
  112327. export class LayerSceneComponent implements ISceneComponent {
  112328. /**
  112329. * The component name helpfull to identify the component in the list of scene components.
  112330. */
  112331. readonly name: string;
  112332. /**
  112333. * The scene the component belongs to.
  112334. */
  112335. scene: Scene;
  112336. private _engine;
  112337. /**
  112338. * Creates a new instance of the component for the given scene
  112339. * @param scene Defines the scene to register the component in
  112340. */
  112341. constructor(scene: Scene);
  112342. /**
  112343. * Registers the component in a given scene
  112344. */
  112345. register(): void;
  112346. /**
  112347. * Rebuilds the elements related to this component in case of
  112348. * context lost for instance.
  112349. */
  112350. rebuild(): void;
  112351. /**
  112352. * Disposes the component and the associated ressources.
  112353. */
  112354. dispose(): void;
  112355. private _draw;
  112356. private _drawCameraPredicate;
  112357. private _drawCameraBackground;
  112358. private _drawCameraForeground;
  112359. private _drawRenderTargetPredicate;
  112360. private _drawRenderTargetBackground;
  112361. private _drawRenderTargetForeground;
  112362. /**
  112363. * Adds all the elements from the container to the scene
  112364. * @param container the container holding the elements
  112365. */
  112366. addFromContainer(container: AbstractScene): void;
  112367. /**
  112368. * Removes all the elements in the container from the scene
  112369. * @param container contains the elements to remove
  112370. * @param dispose if the removed element should be disposed (default: false)
  112371. */
  112372. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112373. }
  112374. }
  112375. declare module BABYLON {
  112376. /** @hidden */
  112377. export var layerPixelShader: {
  112378. name: string;
  112379. shader: string;
  112380. };
  112381. }
  112382. declare module BABYLON {
  112383. /** @hidden */
  112384. export var layerVertexShader: {
  112385. name: string;
  112386. shader: string;
  112387. };
  112388. }
  112389. declare module BABYLON {
  112390. /**
  112391. * This represents a full screen 2d layer.
  112392. * This can be useful to display a picture in the background of your scene for instance.
  112393. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112394. */
  112395. export class Layer {
  112396. /**
  112397. * Define the name of the layer.
  112398. */
  112399. name: string;
  112400. /**
  112401. * Define the texture the layer should display.
  112402. */
  112403. texture: Nullable<Texture>;
  112404. /**
  112405. * Is the layer in background or foreground.
  112406. */
  112407. isBackground: boolean;
  112408. /**
  112409. * Define the color of the layer (instead of texture).
  112410. */
  112411. color: Color4;
  112412. /**
  112413. * Define the scale of the layer in order to zoom in out of the texture.
  112414. */
  112415. scale: Vector2;
  112416. /**
  112417. * Define an offset for the layer in order to shift the texture.
  112418. */
  112419. offset: Vector2;
  112420. /**
  112421. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112422. */
  112423. alphaBlendingMode: number;
  112424. /**
  112425. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112426. * Alpha test will not mix with the background color in case of transparency.
  112427. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112428. */
  112429. alphaTest: boolean;
  112430. /**
  112431. * Define a mask to restrict the layer to only some of the scene cameras.
  112432. */
  112433. layerMask: number;
  112434. /**
  112435. * Define the list of render target the layer is visible into.
  112436. */
  112437. renderTargetTextures: RenderTargetTexture[];
  112438. /**
  112439. * Define if the layer is only used in renderTarget or if it also
  112440. * renders in the main frame buffer of the canvas.
  112441. */
  112442. renderOnlyInRenderTargetTextures: boolean;
  112443. private _scene;
  112444. private _vertexBuffers;
  112445. private _indexBuffer;
  112446. private _effect;
  112447. private _alphaTestEffect;
  112448. /**
  112449. * An event triggered when the layer is disposed.
  112450. */
  112451. onDisposeObservable: Observable<Layer>;
  112452. private _onDisposeObserver;
  112453. /**
  112454. * Back compatibility with callback before the onDisposeObservable existed.
  112455. * The set callback will be triggered when the layer has been disposed.
  112456. */
  112457. onDispose: () => void;
  112458. /**
  112459. * An event triggered before rendering the scene
  112460. */
  112461. onBeforeRenderObservable: Observable<Layer>;
  112462. private _onBeforeRenderObserver;
  112463. /**
  112464. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112465. * The set callback will be triggered just before rendering the layer.
  112466. */
  112467. onBeforeRender: () => void;
  112468. /**
  112469. * An event triggered after rendering the scene
  112470. */
  112471. onAfterRenderObservable: Observable<Layer>;
  112472. private _onAfterRenderObserver;
  112473. /**
  112474. * Back compatibility with callback before the onAfterRenderObservable existed.
  112475. * The set callback will be triggered just after rendering the layer.
  112476. */
  112477. onAfterRender: () => void;
  112478. /**
  112479. * Instantiates a new layer.
  112480. * This represents a full screen 2d layer.
  112481. * This can be useful to display a picture in the background of your scene for instance.
  112482. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112483. * @param name Define the name of the layer in the scene
  112484. * @param imgUrl Define the url of the texture to display in the layer
  112485. * @param scene Define the scene the layer belongs to
  112486. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112487. * @param color Defines a color for the layer
  112488. */
  112489. constructor(
  112490. /**
  112491. * Define the name of the layer.
  112492. */
  112493. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112494. private _createIndexBuffer;
  112495. /** @hidden */
  112496. _rebuild(): void;
  112497. /**
  112498. * Renders the layer in the scene.
  112499. */
  112500. render(): void;
  112501. /**
  112502. * Disposes and releases the associated ressources.
  112503. */
  112504. dispose(): void;
  112505. }
  112506. }
  112507. declare module BABYLON {
  112508. /** @hidden */
  112509. export var lensFlarePixelShader: {
  112510. name: string;
  112511. shader: string;
  112512. };
  112513. }
  112514. declare module BABYLON {
  112515. /** @hidden */
  112516. export var lensFlareVertexShader: {
  112517. name: string;
  112518. shader: string;
  112519. };
  112520. }
  112521. declare module BABYLON {
  112522. /**
  112523. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112524. * It is usually composed of several `lensFlare`.
  112525. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112526. */
  112527. export class LensFlareSystem {
  112528. /**
  112529. * Define the name of the lens flare system
  112530. */
  112531. name: string;
  112532. /**
  112533. * List of lens flares used in this system.
  112534. */
  112535. lensFlares: LensFlare[];
  112536. /**
  112537. * Define a limit from the border the lens flare can be visible.
  112538. */
  112539. borderLimit: number;
  112540. /**
  112541. * Define a viewport border we do not want to see the lens flare in.
  112542. */
  112543. viewportBorder: number;
  112544. /**
  112545. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112546. */
  112547. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112548. /**
  112549. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112550. */
  112551. layerMask: number;
  112552. /**
  112553. * Define the id of the lens flare system in the scene.
  112554. * (equal to name by default)
  112555. */
  112556. id: string;
  112557. private _scene;
  112558. private _emitter;
  112559. private _vertexBuffers;
  112560. private _indexBuffer;
  112561. private _effect;
  112562. private _positionX;
  112563. private _positionY;
  112564. private _isEnabled;
  112565. /** @hidden */
  112566. static _SceneComponentInitialization: (scene: Scene) => void;
  112567. /**
  112568. * Instantiates a lens flare system.
  112569. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112570. * It is usually composed of several `lensFlare`.
  112571. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112572. * @param name Define the name of the lens flare system in the scene
  112573. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112574. * @param scene Define the scene the lens flare system belongs to
  112575. */
  112576. constructor(
  112577. /**
  112578. * Define the name of the lens flare system
  112579. */
  112580. name: string, emitter: any, scene: Scene);
  112581. /**
  112582. * Define if the lens flare system is enabled.
  112583. */
  112584. isEnabled: boolean;
  112585. /**
  112586. * Get the scene the effects belongs to.
  112587. * @returns the scene holding the lens flare system
  112588. */
  112589. getScene(): Scene;
  112590. /**
  112591. * Get the emitter of the lens flare system.
  112592. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112593. * @returns the emitter of the lens flare system
  112594. */
  112595. getEmitter(): any;
  112596. /**
  112597. * Set the emitter of the lens flare system.
  112598. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112599. * @param newEmitter Define the new emitter of the system
  112600. */
  112601. setEmitter(newEmitter: any): void;
  112602. /**
  112603. * Get the lens flare system emitter position.
  112604. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112605. * @returns the position
  112606. */
  112607. getEmitterPosition(): Vector3;
  112608. /**
  112609. * @hidden
  112610. */
  112611. computeEffectivePosition(globalViewport: Viewport): boolean;
  112612. /** @hidden */
  112613. _isVisible(): boolean;
  112614. /**
  112615. * @hidden
  112616. */
  112617. render(): boolean;
  112618. /**
  112619. * Dispose and release the lens flare with its associated resources.
  112620. */
  112621. dispose(): void;
  112622. /**
  112623. * Parse a lens flare system from a JSON repressentation
  112624. * @param parsedLensFlareSystem Define the JSON to parse
  112625. * @param scene Define the scene the parsed system should be instantiated in
  112626. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112627. * @returns the parsed system
  112628. */
  112629. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112630. /**
  112631. * Serialize the current Lens Flare System into a JSON representation.
  112632. * @returns the serialized JSON
  112633. */
  112634. serialize(): any;
  112635. }
  112636. }
  112637. declare module BABYLON {
  112638. /**
  112639. * This represents one of the lens effect in a `lensFlareSystem`.
  112640. * It controls one of the indiviual texture used in the effect.
  112641. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112642. */
  112643. export class LensFlare {
  112644. /**
  112645. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112646. */
  112647. size: number;
  112648. /**
  112649. * 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.
  112650. */
  112651. position: number;
  112652. /**
  112653. * Define the lens color.
  112654. */
  112655. color: Color3;
  112656. /**
  112657. * Define the lens texture.
  112658. */
  112659. texture: Nullable<Texture>;
  112660. /**
  112661. * Define the alpha mode to render this particular lens.
  112662. */
  112663. alphaMode: number;
  112664. private _system;
  112665. /**
  112666. * Creates a new Lens Flare.
  112667. * This represents one of the lens effect in a `lensFlareSystem`.
  112668. * It controls one of the indiviual texture used in the effect.
  112669. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112670. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112671. * @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.
  112672. * @param color Define the lens color
  112673. * @param imgUrl Define the lens texture url
  112674. * @param system Define the `lensFlareSystem` this flare is part of
  112675. * @returns The newly created Lens Flare
  112676. */
  112677. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112678. /**
  112679. * Instantiates a new Lens Flare.
  112680. * This represents one of the lens effect in a `lensFlareSystem`.
  112681. * It controls one of the indiviual texture used in the effect.
  112682. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112683. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112684. * @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.
  112685. * @param color Define the lens color
  112686. * @param imgUrl Define the lens texture url
  112687. * @param system Define the `lensFlareSystem` this flare is part of
  112688. */
  112689. constructor(
  112690. /**
  112691. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112692. */
  112693. size: number,
  112694. /**
  112695. * 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.
  112696. */
  112697. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112698. /**
  112699. * Dispose and release the lens flare with its associated resources.
  112700. */
  112701. dispose(): void;
  112702. }
  112703. }
  112704. declare module BABYLON {
  112705. interface AbstractScene {
  112706. /**
  112707. * The list of lens flare system added to the scene
  112708. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112709. */
  112710. lensFlareSystems: Array<LensFlareSystem>;
  112711. /**
  112712. * Removes the given lens flare system from this scene.
  112713. * @param toRemove The lens flare system to remove
  112714. * @returns The index of the removed lens flare system
  112715. */
  112716. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  112717. /**
  112718. * Adds the given lens flare system to this scene
  112719. * @param newLensFlareSystem The lens flare system to add
  112720. */
  112721. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  112722. /**
  112723. * Gets a lens flare system using its name
  112724. * @param name defines the name to look for
  112725. * @returns the lens flare system or null if not found
  112726. */
  112727. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  112728. /**
  112729. * Gets a lens flare system using its id
  112730. * @param id defines the id to look for
  112731. * @returns the lens flare system or null if not found
  112732. */
  112733. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  112734. }
  112735. /**
  112736. * Defines the lens flare scene component responsible to manage any lens flares
  112737. * in a given scene.
  112738. */
  112739. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  112740. /**
  112741. * The component name helpfull to identify the component in the list of scene components.
  112742. */
  112743. readonly name: string;
  112744. /**
  112745. * The scene the component belongs to.
  112746. */
  112747. scene: Scene;
  112748. /**
  112749. * Creates a new instance of the component for the given scene
  112750. * @param scene Defines the scene to register the component in
  112751. */
  112752. constructor(scene: Scene);
  112753. /**
  112754. * Registers the component in a given scene
  112755. */
  112756. register(): void;
  112757. /**
  112758. * Rebuilds the elements related to this component in case of
  112759. * context lost for instance.
  112760. */
  112761. rebuild(): void;
  112762. /**
  112763. * Adds all the elements from the container to the scene
  112764. * @param container the container holding the elements
  112765. */
  112766. addFromContainer(container: AbstractScene): void;
  112767. /**
  112768. * Removes all the elements in the container from the scene
  112769. * @param container contains the elements to remove
  112770. * @param dispose if the removed element should be disposed (default: false)
  112771. */
  112772. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112773. /**
  112774. * Serializes the component data to the specified json object
  112775. * @param serializationObject The object to serialize to
  112776. */
  112777. serialize(serializationObject: any): void;
  112778. /**
  112779. * Disposes the component and the associated ressources.
  112780. */
  112781. dispose(): void;
  112782. private _draw;
  112783. }
  112784. }
  112785. declare module BABYLON {
  112786. /**
  112787. * Defines the shadow generator component responsible to manage any shadow generators
  112788. * in a given scene.
  112789. */
  112790. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  112791. /**
  112792. * The component name helpfull to identify the component in the list of scene components.
  112793. */
  112794. readonly name: string;
  112795. /**
  112796. * The scene the component belongs to.
  112797. */
  112798. scene: Scene;
  112799. /**
  112800. * Creates a new instance of the component for the given scene
  112801. * @param scene Defines the scene to register the component in
  112802. */
  112803. constructor(scene: Scene);
  112804. /**
  112805. * Registers the component in a given scene
  112806. */
  112807. register(): void;
  112808. /**
  112809. * Rebuilds the elements related to this component in case of
  112810. * context lost for instance.
  112811. */
  112812. rebuild(): void;
  112813. /**
  112814. * Serializes the component data to the specified json object
  112815. * @param serializationObject The object to serialize to
  112816. */
  112817. serialize(serializationObject: any): void;
  112818. /**
  112819. * Adds all the elements from the container to the scene
  112820. * @param container the container holding the elements
  112821. */
  112822. addFromContainer(container: AbstractScene): void;
  112823. /**
  112824. * Removes all the elements in the container from the scene
  112825. * @param container contains the elements to remove
  112826. * @param dispose if the removed element should be disposed (default: false)
  112827. */
  112828. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112829. /**
  112830. * Rebuilds the elements related to this component in case of
  112831. * context lost for instance.
  112832. */
  112833. dispose(): void;
  112834. private _gatherRenderTargets;
  112835. }
  112836. }
  112837. declare module BABYLON {
  112838. /**
  112839. * A point light is a light defined by an unique point in world space.
  112840. * The light is emitted in every direction from this point.
  112841. * A good example of a point light is a standard light bulb.
  112842. * Documentation: https://doc.babylonjs.com/babylon101/lights
  112843. */
  112844. export class PointLight extends ShadowLight {
  112845. private _shadowAngle;
  112846. /**
  112847. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112848. * This specifies what angle the shadow will use to be created.
  112849. *
  112850. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112851. */
  112852. /**
  112853. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112854. * This specifies what angle the shadow will use to be created.
  112855. *
  112856. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112857. */
  112858. shadowAngle: number;
  112859. /**
  112860. * Gets the direction if it has been set.
  112861. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112862. */
  112863. /**
  112864. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112865. */
  112866. direction: Vector3;
  112867. /**
  112868. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  112869. * A PointLight emits the light in every direction.
  112870. * It can cast shadows.
  112871. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  112872. * ```javascript
  112873. * var pointLight = new PointLight("pl", camera.position, scene);
  112874. * ```
  112875. * Documentation : https://doc.babylonjs.com/babylon101/lights
  112876. * @param name The light friendly name
  112877. * @param position The position of the point light in the scene
  112878. * @param scene The scene the lights belongs to
  112879. */
  112880. constructor(name: string, position: Vector3, scene: Scene);
  112881. /**
  112882. * Returns the string "PointLight"
  112883. * @returns the class name
  112884. */
  112885. getClassName(): string;
  112886. /**
  112887. * Returns the integer 0.
  112888. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  112889. */
  112890. getTypeID(): number;
  112891. /**
  112892. * Specifies wether or not the shadowmap should be a cube texture.
  112893. * @returns true if the shadowmap needs to be a cube texture.
  112894. */
  112895. needCube(): boolean;
  112896. /**
  112897. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  112898. * @param faceIndex The index of the face we are computed the direction to generate shadow
  112899. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  112900. */
  112901. getShadowDirection(faceIndex?: number): Vector3;
  112902. /**
  112903. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  112904. * - fov = PI / 2
  112905. * - aspect ratio : 1.0
  112906. * - z-near and far equal to the active camera minZ and maxZ.
  112907. * Returns the PointLight.
  112908. */
  112909. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  112910. protected _buildUniformLayout(): void;
  112911. /**
  112912. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  112913. * @param effect The effect to update
  112914. * @param lightIndex The index of the light in the effect to update
  112915. * @returns The point light
  112916. */
  112917. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  112918. /**
  112919. * Prepares the list of defines specific to the light type.
  112920. * @param defines the list of defines
  112921. * @param lightIndex defines the index of the light for the effect
  112922. */
  112923. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  112924. }
  112925. }
  112926. declare module BABYLON {
  112927. /**
  112928. * Header information of HDR texture files.
  112929. */
  112930. export interface HDRInfo {
  112931. /**
  112932. * The height of the texture in pixels.
  112933. */
  112934. height: number;
  112935. /**
  112936. * The width of the texture in pixels.
  112937. */
  112938. width: number;
  112939. /**
  112940. * The index of the beginning of the data in the binary file.
  112941. */
  112942. dataPosition: number;
  112943. }
  112944. /**
  112945. * This groups tools to convert HDR texture to native colors array.
  112946. */
  112947. export class HDRTools {
  112948. private static Ldexp;
  112949. private static Rgbe2float;
  112950. private static readStringLine;
  112951. /**
  112952. * Reads header information from an RGBE texture stored in a native array.
  112953. * More information on this format are available here:
  112954. * https://en.wikipedia.org/wiki/RGBE_image_format
  112955. *
  112956. * @param uint8array The binary file stored in native array.
  112957. * @return The header information.
  112958. */
  112959. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  112960. /**
  112961. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  112962. * This RGBE texture needs to store the information as a panorama.
  112963. *
  112964. * More information on this format are available here:
  112965. * https://en.wikipedia.org/wiki/RGBE_image_format
  112966. *
  112967. * @param buffer The binary file stored in an array buffer.
  112968. * @param size The expected size of the extracted cubemap.
  112969. * @return The Cube Map information.
  112970. */
  112971. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  112972. /**
  112973. * Returns the pixels data extracted from an RGBE texture.
  112974. * This pixels will be stored left to right up to down in the R G B order in one array.
  112975. *
  112976. * More information on this format are available here:
  112977. * https://en.wikipedia.org/wiki/RGBE_image_format
  112978. *
  112979. * @param uint8array The binary file stored in an array buffer.
  112980. * @param hdrInfo The header information of the file.
  112981. * @return The pixels data in RGB right to left up to down order.
  112982. */
  112983. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  112984. private static RGBE_ReadPixels_RLE;
  112985. }
  112986. }
  112987. declare module BABYLON {
  112988. /**
  112989. * This represents a texture coming from an HDR input.
  112990. *
  112991. * The only supported format is currently panorama picture stored in RGBE format.
  112992. * Example of such files can be found on HDRLib: http://hdrlib.com/
  112993. */
  112994. export class HDRCubeTexture extends BaseTexture {
  112995. private static _facesMapping;
  112996. private _generateHarmonics;
  112997. private _noMipmap;
  112998. private _textureMatrix;
  112999. private _size;
  113000. private _onLoad;
  113001. private _onError;
  113002. /**
  113003. * The texture URL.
  113004. */
  113005. url: string;
  113006. /**
  113007. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113008. */
  113009. coordinatesMode: number;
  113010. protected _isBlocking: boolean;
  113011. /**
  113012. * Sets wether or not the texture is blocking during loading.
  113013. */
  113014. /**
  113015. * Gets wether or not the texture is blocking during loading.
  113016. */
  113017. isBlocking: boolean;
  113018. protected _rotationY: number;
  113019. /**
  113020. * Sets texture matrix rotation angle around Y axis in radians.
  113021. */
  113022. /**
  113023. * Gets texture matrix rotation angle around Y axis radians.
  113024. */
  113025. rotationY: number;
  113026. /**
  113027. * Gets or sets the center of the bounding box associated with the cube texture
  113028. * It must define where the camera used to render the texture was set
  113029. */
  113030. boundingBoxPosition: Vector3;
  113031. private _boundingBoxSize;
  113032. /**
  113033. * Gets or sets the size of the bounding box associated with the cube texture
  113034. * When defined, the cubemap will switch to local mode
  113035. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113036. * @example https://www.babylonjs-playground.com/#RNASML
  113037. */
  113038. boundingBoxSize: Vector3;
  113039. /**
  113040. * Instantiates an HDRTexture from the following parameters.
  113041. *
  113042. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113043. * @param scene The scene the texture will be used in
  113044. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113045. * @param noMipmap Forces to not generate the mipmap if true
  113046. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113047. * @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)
  113048. * @param reserved Reserved flag for internal use.
  113049. */
  113050. 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>);
  113051. /**
  113052. * Get the current class name of the texture useful for serialization or dynamic coding.
  113053. * @returns "HDRCubeTexture"
  113054. */
  113055. getClassName(): string;
  113056. /**
  113057. * Occurs when the file is raw .hdr file.
  113058. */
  113059. private loadTexture;
  113060. clone(): HDRCubeTexture;
  113061. delayLoad(): void;
  113062. /**
  113063. * Get the texture reflection matrix used to rotate/transform the reflection.
  113064. * @returns the reflection matrix
  113065. */
  113066. getReflectionTextureMatrix(): Matrix;
  113067. /**
  113068. * Set the texture reflection matrix used to rotate/transform the reflection.
  113069. * @param value Define the reflection matrix to set
  113070. */
  113071. setReflectionTextureMatrix(value: Matrix): void;
  113072. /**
  113073. * Parses a JSON representation of an HDR Texture in order to create the texture
  113074. * @param parsedTexture Define the JSON representation
  113075. * @param scene Define the scene the texture should be created in
  113076. * @param rootUrl Define the root url in case we need to load relative dependencies
  113077. * @returns the newly created texture after parsing
  113078. */
  113079. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113080. serialize(): any;
  113081. }
  113082. }
  113083. declare module BABYLON {
  113084. /**
  113085. * Class used to control physics engine
  113086. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113087. */
  113088. export class PhysicsEngine implements IPhysicsEngine {
  113089. private _physicsPlugin;
  113090. /**
  113091. * Global value used to control the smallest number supported by the simulation
  113092. */
  113093. static Epsilon: number;
  113094. private _impostors;
  113095. private _joints;
  113096. /**
  113097. * Gets the gravity vector used by the simulation
  113098. */
  113099. gravity: Vector3;
  113100. /**
  113101. * Factory used to create the default physics plugin.
  113102. * @returns The default physics plugin
  113103. */
  113104. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113105. /**
  113106. * Creates a new Physics Engine
  113107. * @param gravity defines the gravity vector used by the simulation
  113108. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113109. */
  113110. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113111. /**
  113112. * Sets the gravity vector used by the simulation
  113113. * @param gravity defines the gravity vector to use
  113114. */
  113115. setGravity(gravity: Vector3): void;
  113116. /**
  113117. * Set the time step of the physics engine.
  113118. * Default is 1/60.
  113119. * To slow it down, enter 1/600 for example.
  113120. * To speed it up, 1/30
  113121. * @param newTimeStep defines the new timestep to apply to this world.
  113122. */
  113123. setTimeStep(newTimeStep?: number): void;
  113124. /**
  113125. * Get the time step of the physics engine.
  113126. * @returns the current time step
  113127. */
  113128. getTimeStep(): number;
  113129. /**
  113130. * Release all resources
  113131. */
  113132. dispose(): void;
  113133. /**
  113134. * Gets the name of the current physics plugin
  113135. * @returns the name of the plugin
  113136. */
  113137. getPhysicsPluginName(): string;
  113138. /**
  113139. * Adding a new impostor for the impostor tracking.
  113140. * This will be done by the impostor itself.
  113141. * @param impostor the impostor to add
  113142. */
  113143. addImpostor(impostor: PhysicsImpostor): void;
  113144. /**
  113145. * Remove an impostor from the engine.
  113146. * This impostor and its mesh will not longer be updated by the physics engine.
  113147. * @param impostor the impostor to remove
  113148. */
  113149. removeImpostor(impostor: PhysicsImpostor): void;
  113150. /**
  113151. * Add a joint to the physics engine
  113152. * @param mainImpostor defines the main impostor to which the joint is added.
  113153. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113154. * @param joint defines the joint that will connect both impostors.
  113155. */
  113156. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113157. /**
  113158. * Removes a joint from the simulation
  113159. * @param mainImpostor defines the impostor used with the joint
  113160. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113161. * @param joint defines the joint to remove
  113162. */
  113163. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113164. /**
  113165. * Called by the scene. No need to call it.
  113166. * @param delta defines the timespam between frames
  113167. */
  113168. _step(delta: number): void;
  113169. /**
  113170. * Gets the current plugin used to run the simulation
  113171. * @returns current plugin
  113172. */
  113173. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113174. /**
  113175. * Gets the list of physic impostors
  113176. * @returns an array of PhysicsImpostor
  113177. */
  113178. getImpostors(): Array<PhysicsImpostor>;
  113179. /**
  113180. * Gets the impostor for a physics enabled object
  113181. * @param object defines the object impersonated by the impostor
  113182. * @returns the PhysicsImpostor or null if not found
  113183. */
  113184. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113185. /**
  113186. * Gets the impostor for a physics body object
  113187. * @param body defines physics body used by the impostor
  113188. * @returns the PhysicsImpostor or null if not found
  113189. */
  113190. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113191. /**
  113192. * Does a raycast in the physics world
  113193. * @param from when should the ray start?
  113194. * @param to when should the ray end?
  113195. * @returns PhysicsRaycastResult
  113196. */
  113197. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113198. }
  113199. }
  113200. declare module BABYLON {
  113201. /** @hidden */
  113202. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113203. private _useDeltaForWorldStep;
  113204. world: any;
  113205. name: string;
  113206. private _physicsMaterials;
  113207. private _fixedTimeStep;
  113208. private _cannonRaycastResult;
  113209. private _raycastResult;
  113210. private _physicsBodysToRemoveAfterStep;
  113211. BJSCANNON: any;
  113212. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113213. setGravity(gravity: Vector3): void;
  113214. setTimeStep(timeStep: number): void;
  113215. getTimeStep(): number;
  113216. executeStep(delta: number): void;
  113217. private _removeMarkedPhysicsBodiesFromWorld;
  113218. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113219. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113220. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113221. private _processChildMeshes;
  113222. removePhysicsBody(impostor: PhysicsImpostor): void;
  113223. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113224. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113225. private _addMaterial;
  113226. private _checkWithEpsilon;
  113227. private _createShape;
  113228. private _createHeightmap;
  113229. private _minus90X;
  113230. private _plus90X;
  113231. private _tmpPosition;
  113232. private _tmpDeltaPosition;
  113233. private _tmpUnityRotation;
  113234. private _updatePhysicsBodyTransformation;
  113235. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113236. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113237. isSupported(): boolean;
  113238. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113239. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113240. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113241. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113242. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113243. getBodyMass(impostor: PhysicsImpostor): number;
  113244. getBodyFriction(impostor: PhysicsImpostor): number;
  113245. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113246. getBodyRestitution(impostor: PhysicsImpostor): number;
  113247. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113248. sleepBody(impostor: PhysicsImpostor): void;
  113249. wakeUpBody(impostor: PhysicsImpostor): void;
  113250. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113251. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113252. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113253. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113254. getRadius(impostor: PhysicsImpostor): number;
  113255. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113256. dispose(): void;
  113257. private _extendNamespace;
  113258. /**
  113259. * Does a raycast in the physics world
  113260. * @param from when should the ray start?
  113261. * @param to when should the ray end?
  113262. * @returns PhysicsRaycastResult
  113263. */
  113264. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113265. }
  113266. }
  113267. declare module BABYLON {
  113268. /** @hidden */
  113269. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113270. world: any;
  113271. name: string;
  113272. BJSOIMO: any;
  113273. private _raycastResult;
  113274. constructor(iterations?: number, oimoInjection?: any);
  113275. setGravity(gravity: Vector3): void;
  113276. setTimeStep(timeStep: number): void;
  113277. getTimeStep(): number;
  113278. private _tmpImpostorsArray;
  113279. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113280. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113281. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113282. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113283. private _tmpPositionVector;
  113284. removePhysicsBody(impostor: PhysicsImpostor): void;
  113285. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113286. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113287. isSupported(): boolean;
  113288. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113289. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113290. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113291. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113292. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113293. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113294. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113295. getBodyMass(impostor: PhysicsImpostor): number;
  113296. getBodyFriction(impostor: PhysicsImpostor): number;
  113297. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113298. getBodyRestitution(impostor: PhysicsImpostor): number;
  113299. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113300. sleepBody(impostor: PhysicsImpostor): void;
  113301. wakeUpBody(impostor: PhysicsImpostor): void;
  113302. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113303. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113304. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113305. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113306. getRadius(impostor: PhysicsImpostor): number;
  113307. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113308. dispose(): void;
  113309. /**
  113310. * Does a raycast in the physics world
  113311. * @param from when should the ray start?
  113312. * @param to when should the ray end?
  113313. * @returns PhysicsRaycastResult
  113314. */
  113315. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113316. }
  113317. }
  113318. declare module BABYLON {
  113319. /**
  113320. * Class containing static functions to help procedurally build meshes
  113321. */
  113322. export class RibbonBuilder {
  113323. /**
  113324. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113325. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113326. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113327. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113328. * * 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
  113329. * * 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
  113330. * * 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
  113331. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113332. * * 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
  113333. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113334. * * 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
  113335. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113336. * * 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
  113337. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113338. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113339. * @param name defines the name of the mesh
  113340. * @param options defines the options used to create the mesh
  113341. * @param scene defines the hosting scene
  113342. * @returns the ribbon mesh
  113343. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113344. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113345. */
  113346. static CreateRibbon(name: string, options: {
  113347. pathArray: Vector3[][];
  113348. closeArray?: boolean;
  113349. closePath?: boolean;
  113350. offset?: number;
  113351. updatable?: boolean;
  113352. sideOrientation?: number;
  113353. frontUVs?: Vector4;
  113354. backUVs?: Vector4;
  113355. instance?: Mesh;
  113356. invertUV?: boolean;
  113357. uvs?: Vector2[];
  113358. colors?: Color4[];
  113359. }, scene?: Nullable<Scene>): Mesh;
  113360. }
  113361. }
  113362. declare module BABYLON {
  113363. /**
  113364. * Class containing static functions to help procedurally build meshes
  113365. */
  113366. export class ShapeBuilder {
  113367. /**
  113368. * 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.
  113369. * * 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.
  113370. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113371. * * 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.
  113372. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113373. * * 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
  113374. * * 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
  113375. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113376. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113377. * * 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
  113378. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113380. * @param name defines the name of the mesh
  113381. * @param options defines the options used to create the mesh
  113382. * @param scene defines the hosting scene
  113383. * @returns the extruded shape mesh
  113384. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113385. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113386. */
  113387. static ExtrudeShape(name: string, options: {
  113388. shape: Vector3[];
  113389. path: Vector3[];
  113390. scale?: number;
  113391. rotation?: number;
  113392. cap?: number;
  113393. updatable?: boolean;
  113394. sideOrientation?: number;
  113395. frontUVs?: Vector4;
  113396. backUVs?: Vector4;
  113397. instance?: Mesh;
  113398. invertUV?: boolean;
  113399. }, scene?: Nullable<Scene>): Mesh;
  113400. /**
  113401. * Creates an custom extruded shape mesh.
  113402. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113403. * * 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.
  113404. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113405. * * 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
  113406. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113407. * * 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
  113408. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113409. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113410. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113411. * * 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
  113412. * * 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
  113413. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113414. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113415. * * 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
  113416. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113418. * @param name defines the name of the mesh
  113419. * @param options defines the options used to create the mesh
  113420. * @param scene defines the hosting scene
  113421. * @returns the custom extruded shape mesh
  113422. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113423. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113424. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113425. */
  113426. static ExtrudeShapeCustom(name: string, options: {
  113427. shape: Vector3[];
  113428. path: Vector3[];
  113429. scaleFunction?: any;
  113430. rotationFunction?: any;
  113431. ribbonCloseArray?: boolean;
  113432. ribbonClosePath?: boolean;
  113433. cap?: number;
  113434. updatable?: boolean;
  113435. sideOrientation?: number;
  113436. frontUVs?: Vector4;
  113437. backUVs?: Vector4;
  113438. instance?: Mesh;
  113439. invertUV?: boolean;
  113440. }, scene?: Nullable<Scene>): Mesh;
  113441. private static _ExtrudeShapeGeneric;
  113442. }
  113443. }
  113444. declare module BABYLON {
  113445. /**
  113446. * AmmoJS Physics plugin
  113447. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113448. * @see https://github.com/kripken/ammo.js/
  113449. */
  113450. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113451. private _useDeltaForWorldStep;
  113452. /**
  113453. * Reference to the Ammo library
  113454. */
  113455. bjsAMMO: any;
  113456. /**
  113457. * Created ammoJS world which physics bodies are added to
  113458. */
  113459. world: any;
  113460. /**
  113461. * Name of the plugin
  113462. */
  113463. name: string;
  113464. private _timeStep;
  113465. private _fixedTimeStep;
  113466. private _maxSteps;
  113467. private _tmpQuaternion;
  113468. private _tmpAmmoTransform;
  113469. private _tmpAmmoQuaternion;
  113470. private _tmpAmmoConcreteContactResultCallback;
  113471. private _collisionConfiguration;
  113472. private _dispatcher;
  113473. private _overlappingPairCache;
  113474. private _solver;
  113475. private _softBodySolver;
  113476. private _tmpAmmoVectorA;
  113477. private _tmpAmmoVectorB;
  113478. private _tmpAmmoVectorC;
  113479. private _tmpAmmoVectorD;
  113480. private _tmpContactCallbackResult;
  113481. private _tmpAmmoVectorRCA;
  113482. private _tmpAmmoVectorRCB;
  113483. private _raycastResult;
  113484. private static readonly DISABLE_COLLISION_FLAG;
  113485. private static readonly KINEMATIC_FLAG;
  113486. private static readonly DISABLE_DEACTIVATION_FLAG;
  113487. /**
  113488. * Initializes the ammoJS plugin
  113489. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113490. * @param ammoInjection can be used to inject your own ammo reference
  113491. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113492. */
  113493. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113494. /**
  113495. * Sets the gravity of the physics world (m/(s^2))
  113496. * @param gravity Gravity to set
  113497. */
  113498. setGravity(gravity: Vector3): void;
  113499. /**
  113500. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113501. * @param timeStep timestep to use in seconds
  113502. */
  113503. setTimeStep(timeStep: number): void;
  113504. /**
  113505. * 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)
  113506. * @param fixedTimeStep fixedTimeStep to use in seconds
  113507. */
  113508. setFixedTimeStep(fixedTimeStep: number): void;
  113509. /**
  113510. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113511. * @param maxSteps the maximum number of steps by the physics engine per frame
  113512. */
  113513. setMaxSteps(maxSteps: number): void;
  113514. /**
  113515. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113516. * @returns the current timestep in seconds
  113517. */
  113518. getTimeStep(): number;
  113519. private _isImpostorInContact;
  113520. private _isImpostorPairInContact;
  113521. private _stepSimulation;
  113522. /**
  113523. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113524. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113525. * After the step the babylon meshes are set to the position of the physics imposters
  113526. * @param delta amount of time to step forward
  113527. * @param impostors array of imposters to update before/after the step
  113528. */
  113529. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113530. /**
  113531. * Update babylon mesh to match physics world object
  113532. * @param impostor imposter to match
  113533. */
  113534. private _afterSoftStep;
  113535. /**
  113536. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113537. * @param impostor imposter to match
  113538. */
  113539. private _ropeStep;
  113540. /**
  113541. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113542. * @param impostor imposter to match
  113543. */
  113544. private _softbodyOrClothStep;
  113545. private _tmpVector;
  113546. private _tmpMatrix;
  113547. /**
  113548. * Applies an impulse on the imposter
  113549. * @param impostor imposter to apply impulse to
  113550. * @param force amount of force to be applied to the imposter
  113551. * @param contactPoint the location to apply the impulse on the imposter
  113552. */
  113553. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113554. /**
  113555. * Applies a force on the imposter
  113556. * @param impostor imposter to apply force
  113557. * @param force amount of force to be applied to the imposter
  113558. * @param contactPoint the location to apply the force on the imposter
  113559. */
  113560. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113561. /**
  113562. * Creates a physics body using the plugin
  113563. * @param impostor the imposter to create the physics body on
  113564. */
  113565. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113566. /**
  113567. * Removes the physics body from the imposter and disposes of the body's memory
  113568. * @param impostor imposter to remove the physics body from
  113569. */
  113570. removePhysicsBody(impostor: PhysicsImpostor): void;
  113571. /**
  113572. * Generates a joint
  113573. * @param impostorJoint the imposter joint to create the joint with
  113574. */
  113575. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113576. /**
  113577. * Removes a joint
  113578. * @param impostorJoint the imposter joint to remove the joint from
  113579. */
  113580. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113581. private _addMeshVerts;
  113582. /**
  113583. * Initialise the soft body vertices to match its object's (mesh) vertices
  113584. * Softbody vertices (nodes) are in world space and to match this
  113585. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113586. * @param impostor to create the softbody for
  113587. */
  113588. private _softVertexData;
  113589. /**
  113590. * Create an impostor's soft body
  113591. * @param impostor to create the softbody for
  113592. */
  113593. private _createSoftbody;
  113594. /**
  113595. * Create cloth for an impostor
  113596. * @param impostor to create the softbody for
  113597. */
  113598. private _createCloth;
  113599. /**
  113600. * Create rope for an impostor
  113601. * @param impostor to create the softbody for
  113602. */
  113603. private _createRope;
  113604. private _addHullVerts;
  113605. private _createShape;
  113606. /**
  113607. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113608. * @param impostor imposter containing the physics body and babylon object
  113609. */
  113610. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113611. /**
  113612. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113613. * @param impostor imposter containing the physics body and babylon object
  113614. * @param newPosition new position
  113615. * @param newRotation new rotation
  113616. */
  113617. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113618. /**
  113619. * If this plugin is supported
  113620. * @returns true if its supported
  113621. */
  113622. isSupported(): boolean;
  113623. /**
  113624. * Sets the linear velocity of the physics body
  113625. * @param impostor imposter to set the velocity on
  113626. * @param velocity velocity to set
  113627. */
  113628. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113629. /**
  113630. * Sets the angular velocity of the physics body
  113631. * @param impostor imposter to set the velocity on
  113632. * @param velocity velocity to set
  113633. */
  113634. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113635. /**
  113636. * gets the linear velocity
  113637. * @param impostor imposter to get linear velocity from
  113638. * @returns linear velocity
  113639. */
  113640. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113641. /**
  113642. * gets the angular velocity
  113643. * @param impostor imposter to get angular velocity from
  113644. * @returns angular velocity
  113645. */
  113646. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113647. /**
  113648. * Sets the mass of physics body
  113649. * @param impostor imposter to set the mass on
  113650. * @param mass mass to set
  113651. */
  113652. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113653. /**
  113654. * Gets the mass of the physics body
  113655. * @param impostor imposter to get the mass from
  113656. * @returns mass
  113657. */
  113658. getBodyMass(impostor: PhysicsImpostor): number;
  113659. /**
  113660. * Gets friction of the impostor
  113661. * @param impostor impostor to get friction from
  113662. * @returns friction value
  113663. */
  113664. getBodyFriction(impostor: PhysicsImpostor): number;
  113665. /**
  113666. * Sets friction of the impostor
  113667. * @param impostor impostor to set friction on
  113668. * @param friction friction value
  113669. */
  113670. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113671. /**
  113672. * Gets restitution of the impostor
  113673. * @param impostor impostor to get restitution from
  113674. * @returns restitution value
  113675. */
  113676. getBodyRestitution(impostor: PhysicsImpostor): number;
  113677. /**
  113678. * Sets resitution of the impostor
  113679. * @param impostor impostor to set resitution on
  113680. * @param restitution resitution value
  113681. */
  113682. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113683. /**
  113684. * Gets pressure inside the impostor
  113685. * @param impostor impostor to get pressure from
  113686. * @returns pressure value
  113687. */
  113688. getBodyPressure(impostor: PhysicsImpostor): number;
  113689. /**
  113690. * Sets pressure inside a soft body impostor
  113691. * Cloth and rope must remain 0 pressure
  113692. * @param impostor impostor to set pressure on
  113693. * @param pressure pressure value
  113694. */
  113695. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113696. /**
  113697. * Gets stiffness of the impostor
  113698. * @param impostor impostor to get stiffness from
  113699. * @returns pressure value
  113700. */
  113701. getBodyStiffness(impostor: PhysicsImpostor): number;
  113702. /**
  113703. * Sets stiffness of the impostor
  113704. * @param impostor impostor to set stiffness on
  113705. * @param stiffness stiffness value from 0 to 1
  113706. */
  113707. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  113708. /**
  113709. * Gets velocityIterations of the impostor
  113710. * @param impostor impostor to get velocity iterations from
  113711. * @returns velocityIterations value
  113712. */
  113713. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  113714. /**
  113715. * Sets velocityIterations of the impostor
  113716. * @param impostor impostor to set velocity iterations on
  113717. * @param velocityIterations velocityIterations value
  113718. */
  113719. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  113720. /**
  113721. * Gets positionIterations of the impostor
  113722. * @param impostor impostor to get position iterations from
  113723. * @returns positionIterations value
  113724. */
  113725. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  113726. /**
  113727. * Sets positionIterations of the impostor
  113728. * @param impostor impostor to set position on
  113729. * @param positionIterations positionIterations value
  113730. */
  113731. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  113732. /**
  113733. * Append an anchor to a cloth object
  113734. * @param impostor is the cloth impostor to add anchor to
  113735. * @param otherImpostor is the rigid impostor to anchor to
  113736. * @param width ratio across width from 0 to 1
  113737. * @param height ratio up height from 0 to 1
  113738. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  113739. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113740. */
  113741. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113742. /**
  113743. * Append an hook to a rope object
  113744. * @param impostor is the rope impostor to add hook to
  113745. * @param otherImpostor is the rigid impostor to hook to
  113746. * @param length ratio along the rope from 0 to 1
  113747. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  113748. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113749. */
  113750. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113751. /**
  113752. * Sleeps the physics body and stops it from being active
  113753. * @param impostor impostor to sleep
  113754. */
  113755. sleepBody(impostor: PhysicsImpostor): void;
  113756. /**
  113757. * Activates the physics body
  113758. * @param impostor impostor to activate
  113759. */
  113760. wakeUpBody(impostor: PhysicsImpostor): void;
  113761. /**
  113762. * Updates the distance parameters of the joint
  113763. * @param joint joint to update
  113764. * @param maxDistance maximum distance of the joint
  113765. * @param minDistance minimum distance of the joint
  113766. */
  113767. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113768. /**
  113769. * Sets a motor on the joint
  113770. * @param joint joint to set motor on
  113771. * @param speed speed of the motor
  113772. * @param maxForce maximum force of the motor
  113773. * @param motorIndex index of the motor
  113774. */
  113775. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113776. /**
  113777. * Sets the motors limit
  113778. * @param joint joint to set limit on
  113779. * @param upperLimit upper limit
  113780. * @param lowerLimit lower limit
  113781. */
  113782. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113783. /**
  113784. * Syncs the position and rotation of a mesh with the impostor
  113785. * @param mesh mesh to sync
  113786. * @param impostor impostor to update the mesh with
  113787. */
  113788. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113789. /**
  113790. * Gets the radius of the impostor
  113791. * @param impostor impostor to get radius from
  113792. * @returns the radius
  113793. */
  113794. getRadius(impostor: PhysicsImpostor): number;
  113795. /**
  113796. * Gets the box size of the impostor
  113797. * @param impostor impostor to get box size from
  113798. * @param result the resulting box size
  113799. */
  113800. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113801. /**
  113802. * Disposes of the impostor
  113803. */
  113804. dispose(): void;
  113805. /**
  113806. * Does a raycast in the physics world
  113807. * @param from when should the ray start?
  113808. * @param to when should the ray end?
  113809. * @returns PhysicsRaycastResult
  113810. */
  113811. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113812. }
  113813. }
  113814. declare module BABYLON {
  113815. interface AbstractScene {
  113816. /**
  113817. * The list of reflection probes added to the scene
  113818. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113819. */
  113820. reflectionProbes: Array<ReflectionProbe>;
  113821. /**
  113822. * Removes the given reflection probe from this scene.
  113823. * @param toRemove The reflection probe to remove
  113824. * @returns The index of the removed reflection probe
  113825. */
  113826. removeReflectionProbe(toRemove: ReflectionProbe): number;
  113827. /**
  113828. * Adds the given reflection probe to this scene.
  113829. * @param newReflectionProbe The reflection probe to add
  113830. */
  113831. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  113832. }
  113833. /**
  113834. * Class used to generate realtime reflection / refraction cube textures
  113835. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113836. */
  113837. export class ReflectionProbe {
  113838. /** defines the name of the probe */
  113839. name: string;
  113840. private _scene;
  113841. private _renderTargetTexture;
  113842. private _projectionMatrix;
  113843. private _viewMatrix;
  113844. private _target;
  113845. private _add;
  113846. private _attachedMesh;
  113847. private _invertYAxis;
  113848. /** Gets or sets probe position (center of the cube map) */
  113849. position: Vector3;
  113850. /**
  113851. * Creates a new reflection probe
  113852. * @param name defines the name of the probe
  113853. * @param size defines the texture resolution (for each face)
  113854. * @param scene defines the hosting scene
  113855. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113856. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113857. */
  113858. constructor(
  113859. /** defines the name of the probe */
  113860. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  113861. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113862. samples: number;
  113863. /** Gets or sets the refresh rate to use (on every frame by default) */
  113864. refreshRate: number;
  113865. /**
  113866. * Gets the hosting scene
  113867. * @returns a Scene
  113868. */
  113869. getScene(): Scene;
  113870. /** Gets the internal CubeTexture used to render to */
  113871. readonly cubeTexture: RenderTargetTexture;
  113872. /** Gets the list of meshes to render */
  113873. readonly renderList: Nullable<AbstractMesh[]>;
  113874. /**
  113875. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113876. * @param mesh defines the mesh to attach to
  113877. */
  113878. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113879. /**
  113880. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113881. * @param renderingGroupId The rendering group id corresponding to its index
  113882. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113883. */
  113884. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  113885. /**
  113886. * Clean all associated resources
  113887. */
  113888. dispose(): void;
  113889. /**
  113890. * Converts the reflection probe information to a readable string for debug purpose.
  113891. * @param fullDetails Supports for multiple levels of logging within scene loading
  113892. * @returns the human readable reflection probe info
  113893. */
  113894. toString(fullDetails?: boolean): string;
  113895. /**
  113896. * Get the class name of the relfection probe.
  113897. * @returns "ReflectionProbe"
  113898. */
  113899. getClassName(): string;
  113900. /**
  113901. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  113902. * @returns The JSON representation of the texture
  113903. */
  113904. serialize(): any;
  113905. /**
  113906. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  113907. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  113908. * @param scene Define the scene the parsed reflection probe should be instantiated in
  113909. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  113910. * @returns The parsed reflection probe if successful
  113911. */
  113912. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  113913. }
  113914. }
  113915. declare module BABYLON {
  113916. /** @hidden */
  113917. export var _BabylonLoaderRegistered: boolean;
  113918. }
  113919. declare module BABYLON {
  113920. /**
  113921. * The Physically based simple base material of BJS.
  113922. *
  113923. * This enables better naming and convention enforcements on top of the pbrMaterial.
  113924. * It is used as the base class for both the specGloss and metalRough conventions.
  113925. */
  113926. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  113927. /**
  113928. * Number of Simultaneous lights allowed on the material.
  113929. */
  113930. maxSimultaneousLights: number;
  113931. /**
  113932. * If sets to true, disables all the lights affecting the material.
  113933. */
  113934. disableLighting: boolean;
  113935. /**
  113936. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  113937. */
  113938. environmentTexture: BaseTexture;
  113939. /**
  113940. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113941. */
  113942. invertNormalMapX: boolean;
  113943. /**
  113944. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113945. */
  113946. invertNormalMapY: boolean;
  113947. /**
  113948. * Normal map used in the model.
  113949. */
  113950. normalTexture: BaseTexture;
  113951. /**
  113952. * Emissivie color used to self-illuminate the model.
  113953. */
  113954. emissiveColor: Color3;
  113955. /**
  113956. * Emissivie texture used to self-illuminate the model.
  113957. */
  113958. emissiveTexture: BaseTexture;
  113959. /**
  113960. * Occlusion Channel Strenght.
  113961. */
  113962. occlusionStrength: number;
  113963. /**
  113964. * Occlusion Texture of the material (adding extra occlusion effects).
  113965. */
  113966. occlusionTexture: BaseTexture;
  113967. /**
  113968. * Defines the alpha limits in alpha test mode.
  113969. */
  113970. alphaCutOff: number;
  113971. /**
  113972. * Gets the current double sided mode.
  113973. */
  113974. /**
  113975. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113976. */
  113977. doubleSided: boolean;
  113978. /**
  113979. * Stores the pre-calculated light information of a mesh in a texture.
  113980. */
  113981. lightmapTexture: BaseTexture;
  113982. /**
  113983. * If true, the light map contains occlusion information instead of lighting info.
  113984. */
  113985. useLightmapAsShadowmap: boolean;
  113986. /**
  113987. * Instantiates a new PBRMaterial instance.
  113988. *
  113989. * @param name The material name
  113990. * @param scene The scene the material will be use in.
  113991. */
  113992. constructor(name: string, scene: Scene);
  113993. getClassName(): string;
  113994. }
  113995. }
  113996. declare module BABYLON {
  113997. /**
  113998. * The PBR material of BJS following the metal roughness convention.
  113999. *
  114000. * This fits to the PBR convention in the GLTF definition:
  114001. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  114002. */
  114003. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  114004. /**
  114005. * The base color has two different interpretations depending on the value of metalness.
  114006. * When the material is a metal, the base color is the specific measured reflectance value
  114007. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114008. * of the material.
  114009. */
  114010. baseColor: Color3;
  114011. /**
  114012. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114013. * well as opacity information in the alpha channel.
  114014. */
  114015. baseTexture: BaseTexture;
  114016. /**
  114017. * Specifies the metallic scalar value of the material.
  114018. * Can also be used to scale the metalness values of the metallic texture.
  114019. */
  114020. metallic: number;
  114021. /**
  114022. * Specifies the roughness scalar value of the material.
  114023. * Can also be used to scale the roughness values of the metallic texture.
  114024. */
  114025. roughness: number;
  114026. /**
  114027. * Texture containing both the metallic value in the B channel and the
  114028. * roughness value in the G channel to keep better precision.
  114029. */
  114030. metallicRoughnessTexture: BaseTexture;
  114031. /**
  114032. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114033. *
  114034. * @param name The material name
  114035. * @param scene The scene the material will be use in.
  114036. */
  114037. constructor(name: string, scene: Scene);
  114038. /**
  114039. * Return the currrent class name of the material.
  114040. */
  114041. getClassName(): string;
  114042. /**
  114043. * Makes a duplicate of the current material.
  114044. * @param name - name to use for the new material.
  114045. */
  114046. clone(name: string): PBRMetallicRoughnessMaterial;
  114047. /**
  114048. * Serialize the material to a parsable JSON object.
  114049. */
  114050. serialize(): any;
  114051. /**
  114052. * Parses a JSON object correponding to the serialize function.
  114053. */
  114054. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114055. }
  114056. }
  114057. declare module BABYLON {
  114058. /**
  114059. * The PBR material of BJS following the specular glossiness convention.
  114060. *
  114061. * This fits to the PBR convention in the GLTF definition:
  114062. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114063. */
  114064. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114065. /**
  114066. * Specifies the diffuse color of the material.
  114067. */
  114068. diffuseColor: Color3;
  114069. /**
  114070. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114071. * channel.
  114072. */
  114073. diffuseTexture: BaseTexture;
  114074. /**
  114075. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114076. */
  114077. specularColor: Color3;
  114078. /**
  114079. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114080. */
  114081. glossiness: number;
  114082. /**
  114083. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114084. */
  114085. specularGlossinessTexture: BaseTexture;
  114086. /**
  114087. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114088. *
  114089. * @param name The material name
  114090. * @param scene The scene the material will be use in.
  114091. */
  114092. constructor(name: string, scene: Scene);
  114093. /**
  114094. * Return the currrent class name of the material.
  114095. */
  114096. getClassName(): string;
  114097. /**
  114098. * Makes a duplicate of the current material.
  114099. * @param name - name to use for the new material.
  114100. */
  114101. clone(name: string): PBRSpecularGlossinessMaterial;
  114102. /**
  114103. * Serialize the material to a parsable JSON object.
  114104. */
  114105. serialize(): any;
  114106. /**
  114107. * Parses a JSON object correponding to the serialize function.
  114108. */
  114109. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114110. }
  114111. }
  114112. declare module BABYLON {
  114113. /**
  114114. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114115. * It can help converting any input color in a desired output one. This can then be used to create effects
  114116. * from sepia, black and white to sixties or futuristic rendering...
  114117. *
  114118. * The only supported format is currently 3dl.
  114119. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114120. */
  114121. export class ColorGradingTexture extends BaseTexture {
  114122. /**
  114123. * The current texture matrix. (will always be identity in color grading texture)
  114124. */
  114125. private _textureMatrix;
  114126. /**
  114127. * The texture URL.
  114128. */
  114129. url: string;
  114130. /**
  114131. * Empty line regex stored for GC.
  114132. */
  114133. private static _noneEmptyLineRegex;
  114134. private _engine;
  114135. /**
  114136. * Instantiates a ColorGradingTexture from the following parameters.
  114137. *
  114138. * @param url The location of the color gradind data (currently only supporting 3dl)
  114139. * @param scene The scene the texture will be used in
  114140. */
  114141. constructor(url: string, scene: Scene);
  114142. /**
  114143. * Returns the texture matrix used in most of the material.
  114144. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114145. */
  114146. getTextureMatrix(): Matrix;
  114147. /**
  114148. * Occurs when the file being loaded is a .3dl LUT file.
  114149. */
  114150. private load3dlTexture;
  114151. /**
  114152. * Starts the loading process of the texture.
  114153. */
  114154. private loadTexture;
  114155. /**
  114156. * Clones the color gradind texture.
  114157. */
  114158. clone(): ColorGradingTexture;
  114159. /**
  114160. * Called during delayed load for textures.
  114161. */
  114162. delayLoad(): void;
  114163. /**
  114164. * Parses a color grading texture serialized by Babylon.
  114165. * @param parsedTexture The texture information being parsedTexture
  114166. * @param scene The scene to load the texture in
  114167. * @param rootUrl The root url of the data assets to load
  114168. * @return A color gradind texture
  114169. */
  114170. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114171. /**
  114172. * Serializes the LUT texture to json format.
  114173. */
  114174. serialize(): any;
  114175. }
  114176. }
  114177. declare module BABYLON {
  114178. /**
  114179. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114180. */
  114181. export class EquiRectangularCubeTexture extends BaseTexture {
  114182. /** The six faces of the cube. */
  114183. private static _FacesMapping;
  114184. private _noMipmap;
  114185. private _onLoad;
  114186. private _onError;
  114187. /** The size of the cubemap. */
  114188. private _size;
  114189. /** The buffer of the image. */
  114190. private _buffer;
  114191. /** The width of the input image. */
  114192. private _width;
  114193. /** The height of the input image. */
  114194. private _height;
  114195. /** The URL to the image. */
  114196. url: string;
  114197. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114198. coordinatesMode: number;
  114199. /**
  114200. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114201. * @param url The location of the image
  114202. * @param scene The scene the texture will be used in
  114203. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114204. * @param noMipmap Forces to not generate the mipmap if true
  114205. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114206. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114207. * @param onLoad — defines a callback called when texture is loaded
  114208. * @param onError — defines a callback called if there is an error
  114209. */
  114210. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114211. /**
  114212. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114213. */
  114214. private loadImage;
  114215. /**
  114216. * Convert the image buffer into a cubemap and create a CubeTexture.
  114217. */
  114218. private loadTexture;
  114219. /**
  114220. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114221. * @param buffer The ArrayBuffer that should be converted.
  114222. * @returns The buffer as Float32Array.
  114223. */
  114224. private getFloat32ArrayFromArrayBuffer;
  114225. /**
  114226. * Get the current class name of the texture useful for serialization or dynamic coding.
  114227. * @returns "EquiRectangularCubeTexture"
  114228. */
  114229. getClassName(): string;
  114230. /**
  114231. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114232. * @returns A clone of the current EquiRectangularCubeTexture.
  114233. */
  114234. clone(): EquiRectangularCubeTexture;
  114235. }
  114236. }
  114237. declare module BABYLON {
  114238. /**
  114239. * Based on jsTGALoader - Javascript loader for TGA file
  114240. * By Vincent Thibault
  114241. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114242. */
  114243. export class TGATools {
  114244. private static _TYPE_INDEXED;
  114245. private static _TYPE_RGB;
  114246. private static _TYPE_GREY;
  114247. private static _TYPE_RLE_INDEXED;
  114248. private static _TYPE_RLE_RGB;
  114249. private static _TYPE_RLE_GREY;
  114250. private static _ORIGIN_MASK;
  114251. private static _ORIGIN_SHIFT;
  114252. private static _ORIGIN_BL;
  114253. private static _ORIGIN_BR;
  114254. private static _ORIGIN_UL;
  114255. private static _ORIGIN_UR;
  114256. /**
  114257. * Gets the header of a TGA file
  114258. * @param data defines the TGA data
  114259. * @returns the header
  114260. */
  114261. static GetTGAHeader(data: Uint8Array): any;
  114262. /**
  114263. * Uploads TGA content to a Babylon Texture
  114264. * @hidden
  114265. */
  114266. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114267. /** @hidden */
  114268. 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;
  114269. /** @hidden */
  114270. 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;
  114271. /** @hidden */
  114272. 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;
  114273. /** @hidden */
  114274. 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;
  114275. /** @hidden */
  114276. 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;
  114277. /** @hidden */
  114278. 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;
  114279. }
  114280. }
  114281. declare module BABYLON {
  114282. /**
  114283. * Implementation of the TGA Texture Loader.
  114284. * @hidden
  114285. */
  114286. export class _TGATextureLoader implements IInternalTextureLoader {
  114287. /**
  114288. * Defines wether the loader supports cascade loading the different faces.
  114289. */
  114290. readonly supportCascades: boolean;
  114291. /**
  114292. * This returns if the loader support the current file information.
  114293. * @param extension defines the file extension of the file being loaded
  114294. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114295. * @param fallback defines the fallback internal texture if any
  114296. * @param isBase64 defines whether the texture is encoded as a base64
  114297. * @param isBuffer defines whether the texture data are stored as a buffer
  114298. * @returns true if the loader can load the specified file
  114299. */
  114300. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114301. /**
  114302. * Transform the url before loading if required.
  114303. * @param rootUrl the url of the texture
  114304. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114305. * @returns the transformed texture
  114306. */
  114307. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114308. /**
  114309. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114310. * @param rootUrl the url of the texture
  114311. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114312. * @returns the fallback texture
  114313. */
  114314. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114315. /**
  114316. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114317. * @param data contains the texture data
  114318. * @param texture defines the BabylonJS internal texture
  114319. * @param createPolynomials will be true if polynomials have been requested
  114320. * @param onLoad defines the callback to trigger once the texture is ready
  114321. * @param onError defines the callback to trigger in case of error
  114322. */
  114323. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114324. /**
  114325. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114326. * @param data contains the texture data
  114327. * @param texture defines the BabylonJS internal texture
  114328. * @param callback defines the method to call once ready to upload
  114329. */
  114330. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114331. }
  114332. }
  114333. declare module BABYLON {
  114334. /**
  114335. * Info about the .basis files
  114336. */
  114337. class BasisFileInfo {
  114338. /**
  114339. * If the file has alpha
  114340. */
  114341. hasAlpha: boolean;
  114342. /**
  114343. * Info about each image of the basis file
  114344. */
  114345. images: Array<{
  114346. levels: Array<{
  114347. width: number;
  114348. height: number;
  114349. transcodedPixels: ArrayBufferView;
  114350. }>;
  114351. }>;
  114352. }
  114353. /**
  114354. * Result of transcoding a basis file
  114355. */
  114356. class TranscodeResult {
  114357. /**
  114358. * Info about the .basis file
  114359. */
  114360. fileInfo: BasisFileInfo;
  114361. /**
  114362. * Format to use when loading the file
  114363. */
  114364. format: number;
  114365. }
  114366. /**
  114367. * Configuration options for the Basis transcoder
  114368. */
  114369. export class BasisTranscodeConfiguration {
  114370. /**
  114371. * Supported compression formats used to determine the supported output format of the transcoder
  114372. */
  114373. supportedCompressionFormats?: {
  114374. /**
  114375. * etc1 compression format
  114376. */
  114377. etc1?: boolean;
  114378. /**
  114379. * s3tc compression format
  114380. */
  114381. s3tc?: boolean;
  114382. /**
  114383. * pvrtc compression format
  114384. */
  114385. pvrtc?: boolean;
  114386. /**
  114387. * etc2 compression format
  114388. */
  114389. etc2?: boolean;
  114390. };
  114391. /**
  114392. * If mipmap levels should be loaded for transcoded images (Default: true)
  114393. */
  114394. loadMipmapLevels?: boolean;
  114395. /**
  114396. * Index of a single image to load (Default: all images)
  114397. */
  114398. loadSingleImage?: number;
  114399. }
  114400. /**
  114401. * Used to load .Basis files
  114402. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114403. */
  114404. export class BasisTools {
  114405. private static _IgnoreSupportedFormats;
  114406. /**
  114407. * URL to use when loading the basis transcoder
  114408. */
  114409. static JSModuleURL: string;
  114410. /**
  114411. * URL to use when loading the wasm module for the transcoder
  114412. */
  114413. static WasmModuleURL: string;
  114414. /**
  114415. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114416. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114417. * @returns internal format corresponding to the Basis format
  114418. */
  114419. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114420. private static _WorkerPromise;
  114421. private static _Worker;
  114422. private static _actionId;
  114423. private static _CreateWorkerAsync;
  114424. /**
  114425. * Transcodes a loaded image file to compressed pixel data
  114426. * @param imageData image data to transcode
  114427. * @param config configuration options for the transcoding
  114428. * @returns a promise resulting in the transcoded image
  114429. */
  114430. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114431. /**
  114432. * Loads a texture from the transcode result
  114433. * @param texture texture load to
  114434. * @param transcodeResult the result of transcoding the basis file to load from
  114435. */
  114436. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114437. }
  114438. }
  114439. declare module BABYLON {
  114440. /**
  114441. * Loader for .basis file format
  114442. */
  114443. export class _BasisTextureLoader implements IInternalTextureLoader {
  114444. /**
  114445. * Defines whether the loader supports cascade loading the different faces.
  114446. */
  114447. readonly supportCascades: boolean;
  114448. /**
  114449. * This returns if the loader support the current file information.
  114450. * @param extension defines the file extension of the file being loaded
  114451. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114452. * @param fallback defines the fallback internal texture if any
  114453. * @param isBase64 defines whether the texture is encoded as a base64
  114454. * @param isBuffer defines whether the texture data are stored as a buffer
  114455. * @returns true if the loader can load the specified file
  114456. */
  114457. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114458. /**
  114459. * Transform the url before loading if required.
  114460. * @param rootUrl the url of the texture
  114461. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114462. * @returns the transformed texture
  114463. */
  114464. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114465. /**
  114466. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114467. * @param rootUrl the url of the texture
  114468. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114469. * @returns the fallback texture
  114470. */
  114471. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114472. /**
  114473. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114474. * @param data contains the texture data
  114475. * @param texture defines the BabylonJS internal texture
  114476. * @param createPolynomials will be true if polynomials have been requested
  114477. * @param onLoad defines the callback to trigger once the texture is ready
  114478. * @param onError defines the callback to trigger in case of error
  114479. */
  114480. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114481. /**
  114482. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114483. * @param data contains the texture data
  114484. * @param texture defines the BabylonJS internal texture
  114485. * @param callback defines the method to call once ready to upload
  114486. */
  114487. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114488. }
  114489. }
  114490. declare module BABYLON {
  114491. /**
  114492. * 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.
  114493. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114494. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114495. */
  114496. export class CustomProceduralTexture extends ProceduralTexture {
  114497. private _animate;
  114498. private _time;
  114499. private _config;
  114500. private _texturePath;
  114501. /**
  114502. * Instantiates a new Custom Procedural Texture.
  114503. * 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.
  114504. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114505. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114506. * @param name Define the name of the texture
  114507. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114508. * @param size Define the size of the texture to create
  114509. * @param scene Define the scene the texture belongs to
  114510. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114511. * @param generateMipMaps Define if the texture should creates mip maps or not
  114512. */
  114513. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114514. private _loadJson;
  114515. /**
  114516. * Is the texture ready to be used ? (rendered at least once)
  114517. * @returns true if ready, otherwise, false.
  114518. */
  114519. isReady(): boolean;
  114520. /**
  114521. * Render the texture to its associated render target.
  114522. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114523. */
  114524. render(useCameraPostProcess?: boolean): void;
  114525. /**
  114526. * Update the list of dependant textures samplers in the shader.
  114527. */
  114528. updateTextures(): void;
  114529. /**
  114530. * Update the uniform values of the procedural texture in the shader.
  114531. */
  114532. updateShaderUniforms(): void;
  114533. /**
  114534. * Define if the texture animates or not.
  114535. */
  114536. animate: boolean;
  114537. }
  114538. }
  114539. declare module BABYLON {
  114540. /** @hidden */
  114541. export var noisePixelShader: {
  114542. name: string;
  114543. shader: string;
  114544. };
  114545. }
  114546. declare module BABYLON {
  114547. /**
  114548. * Class used to generate noise procedural textures
  114549. */
  114550. export class NoiseProceduralTexture extends ProceduralTexture {
  114551. private _time;
  114552. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114553. brightness: number;
  114554. /** Defines the number of octaves to process */
  114555. octaves: number;
  114556. /** Defines the level of persistence (0.8 by default) */
  114557. persistence: number;
  114558. /** Gets or sets animation speed factor (default is 1) */
  114559. animationSpeedFactor: number;
  114560. /**
  114561. * Creates a new NoiseProceduralTexture
  114562. * @param name defines the name fo the texture
  114563. * @param size defines the size of the texture (default is 256)
  114564. * @param scene defines the hosting scene
  114565. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114566. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114567. */
  114568. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114569. private _updateShaderUniforms;
  114570. protected _getDefines(): string;
  114571. /** Generate the current state of the procedural texture */
  114572. render(useCameraPostProcess?: boolean): void;
  114573. /**
  114574. * Serializes this noise procedural texture
  114575. * @returns a serialized noise procedural texture object
  114576. */
  114577. serialize(): any;
  114578. /**
  114579. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114580. * @param parsedTexture defines parsed texture data
  114581. * @param scene defines the current scene
  114582. * @param rootUrl defines the root URL containing noise procedural texture information
  114583. * @returns a parsed NoiseProceduralTexture
  114584. */
  114585. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114586. }
  114587. }
  114588. declare module BABYLON {
  114589. /**
  114590. * Raw cube texture where the raw buffers are passed in
  114591. */
  114592. export class RawCubeTexture extends CubeTexture {
  114593. /**
  114594. * Creates a cube texture where the raw buffers are passed in.
  114595. * @param scene defines the scene the texture is attached to
  114596. * @param data defines the array of data to use to create each face
  114597. * @param size defines the size of the textures
  114598. * @param format defines the format of the data
  114599. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114600. * @param generateMipMaps defines if the engine should generate the mip levels
  114601. * @param invertY defines if data must be stored with Y axis inverted
  114602. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114603. * @param compression defines the compression used (null by default)
  114604. */
  114605. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114606. /**
  114607. * Updates the raw cube texture.
  114608. * @param data defines the data to store
  114609. * @param format defines the data format
  114610. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114611. * @param invertY defines if data must be stored with Y axis inverted
  114612. * @param compression defines the compression used (null by default)
  114613. * @param level defines which level of the texture to update
  114614. */
  114615. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114616. /**
  114617. * Updates a raw cube texture with RGBD encoded data.
  114618. * @param data defines the array of data [mipmap][face] to use to create each face
  114619. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114620. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114621. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114622. * @returns a promsie that resolves when the operation is complete
  114623. */
  114624. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114625. /**
  114626. * Clones the raw cube texture.
  114627. * @return a new cube texture
  114628. */
  114629. clone(): CubeTexture;
  114630. /** @hidden */
  114631. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114632. }
  114633. }
  114634. declare module BABYLON {
  114635. /**
  114636. * Class used to store 3D textures containing user data
  114637. */
  114638. export class RawTexture3D extends Texture {
  114639. /** Gets or sets the texture format to use */
  114640. format: number;
  114641. private _engine;
  114642. /**
  114643. * Create a new RawTexture3D
  114644. * @param data defines the data of the texture
  114645. * @param width defines the width of the texture
  114646. * @param height defines the height of the texture
  114647. * @param depth defines the depth of the texture
  114648. * @param format defines the texture format to use
  114649. * @param scene defines the hosting scene
  114650. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114651. * @param invertY defines if texture must be stored with Y axis inverted
  114652. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114653. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114654. */
  114655. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114656. /** Gets or sets the texture format to use */
  114657. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114658. /**
  114659. * Update the texture with new data
  114660. * @param data defines the data to store in the texture
  114661. */
  114662. update(data: ArrayBufferView): void;
  114663. }
  114664. }
  114665. declare module BABYLON {
  114666. /**
  114667. * Creates a refraction texture used by refraction channel of the standard material.
  114668. * It is like a mirror but to see through a material.
  114669. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114670. */
  114671. export class RefractionTexture extends RenderTargetTexture {
  114672. /**
  114673. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114674. * 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.
  114675. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114676. */
  114677. refractionPlane: Plane;
  114678. /**
  114679. * Define how deep under the surface we should see.
  114680. */
  114681. depth: number;
  114682. /**
  114683. * Creates a refraction texture used by refraction channel of the standard material.
  114684. * It is like a mirror but to see through a material.
  114685. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114686. * @param name Define the texture name
  114687. * @param size Define the size of the underlying texture
  114688. * @param scene Define the scene the refraction belongs to
  114689. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114690. */
  114691. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114692. /**
  114693. * Clone the refraction texture.
  114694. * @returns the cloned texture
  114695. */
  114696. clone(): RefractionTexture;
  114697. /**
  114698. * Serialize the texture to a JSON representation you could use in Parse later on
  114699. * @returns the serialized JSON representation
  114700. */
  114701. serialize(): any;
  114702. }
  114703. }
  114704. declare module BABYLON {
  114705. /**
  114706. * Defines the options related to the creation of an HtmlElementTexture
  114707. */
  114708. export interface IHtmlElementTextureOptions {
  114709. /**
  114710. * Defines wether mip maps should be created or not.
  114711. */
  114712. generateMipMaps?: boolean;
  114713. /**
  114714. * Defines the sampling mode of the texture.
  114715. */
  114716. samplingMode?: number;
  114717. /**
  114718. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  114719. */
  114720. engine: Nullable<Engine>;
  114721. /**
  114722. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  114723. */
  114724. scene: Nullable<Scene>;
  114725. }
  114726. /**
  114727. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  114728. * To be as efficient as possible depending on your constraints nothing aside the first upload
  114729. * is automatically managed.
  114730. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  114731. * in your application.
  114732. *
  114733. * As the update is not automatic, you need to call them manually.
  114734. */
  114735. export class HtmlElementTexture extends BaseTexture {
  114736. /**
  114737. * The texture URL.
  114738. */
  114739. element: HTMLVideoElement | HTMLCanvasElement;
  114740. private static readonly DefaultOptions;
  114741. private _textureMatrix;
  114742. private _engine;
  114743. private _isVideo;
  114744. private _generateMipMaps;
  114745. private _samplingMode;
  114746. /**
  114747. * Instantiates a HtmlElementTexture from the following parameters.
  114748. *
  114749. * @param name Defines the name of the texture
  114750. * @param element Defines the video or canvas the texture is filled with
  114751. * @param options Defines the other none mandatory texture creation options
  114752. */
  114753. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  114754. private _createInternalTexture;
  114755. /**
  114756. * Returns the texture matrix used in most of the material.
  114757. */
  114758. getTextureMatrix(): Matrix;
  114759. /**
  114760. * Updates the content of the texture.
  114761. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  114762. */
  114763. update(invertY?: Nullable<boolean>): void;
  114764. }
  114765. }
  114766. declare module BABYLON {
  114767. /**
  114768. * Enum used to define the target of a block
  114769. */
  114770. export enum NodeMaterialBlockTargets {
  114771. /** Vertex shader */
  114772. Vertex = 1,
  114773. /** Fragment shader */
  114774. Fragment = 2,
  114775. /** Neutral */
  114776. Neutral = 4,
  114777. /** Vertex and Fragment */
  114778. VertexAndFragment = 3
  114779. }
  114780. }
  114781. declare module BABYLON {
  114782. /**
  114783. * Defines the kind of connection point for node based material
  114784. */
  114785. export enum NodeMaterialBlockConnectionPointTypes {
  114786. /** Float */
  114787. Float = 1,
  114788. /** Int */
  114789. Int = 2,
  114790. /** Vector2 */
  114791. Vector2 = 4,
  114792. /** Vector3 */
  114793. Vector3 = 8,
  114794. /** Vector4 */
  114795. Vector4 = 16,
  114796. /** Color3 */
  114797. Color3 = 32,
  114798. /** Color4 */
  114799. Color4 = 64,
  114800. /** Matrix */
  114801. Matrix = 128,
  114802. /** Vector3 or Color3 */
  114803. Vector3OrColor3 = 40,
  114804. /** Vector3 or Vector4 */
  114805. Vector3OrVector4 = 24,
  114806. /** Vector4 or Color4 */
  114807. Vector4OrColor4 = 80,
  114808. /** Color3 or Color4 */
  114809. Color3OrColor4 = 96,
  114810. /** Vector2 or Color3 or Color4 */
  114811. Vector2OrColor3OrColor4 = 100,
  114812. /** Vector3 or Color3 or Color4 or Vector4 */
  114813. Vector3OrColor3OrVector4OrColor4 = 120,
  114814. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  114815. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  114816. /** Detect type based on connection */
  114817. AutoDetect = 1024,
  114818. /** Output type that will be defined by input type */
  114819. BasedOnInput = 2048
  114820. }
  114821. }
  114822. declare module BABYLON {
  114823. /**
  114824. * Root class for all node material optimizers
  114825. */
  114826. export class NodeMaterialOptimizer {
  114827. /**
  114828. * Function used to optimize a NodeMaterial graph
  114829. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  114830. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  114831. */
  114832. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  114833. }
  114834. }
  114835. declare module BABYLON {
  114836. /**
  114837. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  114838. */
  114839. export class TransformBlock extends NodeMaterialBlock {
  114840. /**
  114841. * Defines the value to use to complement W value to transform it to a Vector4
  114842. */
  114843. complementW: number;
  114844. /**
  114845. * Defines the value to use to complement z value to transform it to a Vector4
  114846. */
  114847. complementZ: number;
  114848. /**
  114849. * Creates a new TransformBlock
  114850. * @param name defines the block name
  114851. */
  114852. constructor(name: string);
  114853. /**
  114854. * Gets the current class name
  114855. * @returns the class name
  114856. */
  114857. getClassName(): string;
  114858. /**
  114859. * Gets the vector input
  114860. */
  114861. readonly vector: NodeMaterialConnectionPoint;
  114862. /**
  114863. * Gets the output component
  114864. */
  114865. readonly output: NodeMaterialConnectionPoint;
  114866. /**
  114867. * Gets the matrix transform input
  114868. */
  114869. readonly transform: NodeMaterialConnectionPoint;
  114870. protected _buildBlock(state: NodeMaterialBuildState): this;
  114871. }
  114872. }
  114873. declare module BABYLON {
  114874. /**
  114875. * Block used to output the vertex position
  114876. */
  114877. export class VertexOutputBlock extends NodeMaterialBlock {
  114878. /**
  114879. * Creates a new VertexOutputBlock
  114880. * @param name defines the block name
  114881. */
  114882. constructor(name: string);
  114883. /**
  114884. * Gets the current class name
  114885. * @returns the class name
  114886. */
  114887. getClassName(): string;
  114888. /**
  114889. * Gets the vector input component
  114890. */
  114891. readonly vector: NodeMaterialConnectionPoint;
  114892. protected _buildBlock(state: NodeMaterialBuildState): this;
  114893. }
  114894. }
  114895. declare module BABYLON {
  114896. /**
  114897. * Block used to output the final color
  114898. */
  114899. export class FragmentOutputBlock extends NodeMaterialBlock {
  114900. /**
  114901. * Gets or sets a boolean indicating if this block will output an alpha value
  114902. */
  114903. alphaBlendingEnabled: boolean;
  114904. /**
  114905. * Create a new FragmentOutputBlock
  114906. * @param name defines the block name
  114907. */
  114908. constructor(name: string);
  114909. /**
  114910. * Gets the current class name
  114911. * @returns the class name
  114912. */
  114913. getClassName(): string;
  114914. /**
  114915. * Gets the color input component
  114916. */
  114917. readonly color: NodeMaterialConnectionPoint;
  114918. protected _buildBlock(state: NodeMaterialBuildState): this;
  114919. }
  114920. }
  114921. declare module BABYLON {
  114922. /**
  114923. * Interface used to configure the node material editor
  114924. */
  114925. export interface INodeMaterialEditorOptions {
  114926. /** Define the URl to load node editor script */
  114927. editorURL?: string;
  114928. }
  114929. /** @hidden */
  114930. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  114931. /** BONES */
  114932. NUM_BONE_INFLUENCERS: number;
  114933. BonesPerMesh: number;
  114934. BONETEXTURE: boolean;
  114935. /** MORPH TARGETS */
  114936. MORPHTARGETS: boolean;
  114937. MORPHTARGETS_NORMAL: boolean;
  114938. MORPHTARGETS_TANGENT: boolean;
  114939. MORPHTARGETS_UV: boolean;
  114940. NUM_MORPH_INFLUENCERS: number;
  114941. /** IMAGE PROCESSING */
  114942. IMAGEPROCESSING: boolean;
  114943. VIGNETTE: boolean;
  114944. VIGNETTEBLENDMODEMULTIPLY: boolean;
  114945. VIGNETTEBLENDMODEOPAQUE: boolean;
  114946. TONEMAPPING: boolean;
  114947. TONEMAPPING_ACES: boolean;
  114948. CONTRAST: boolean;
  114949. EXPOSURE: boolean;
  114950. COLORCURVES: boolean;
  114951. COLORGRADING: boolean;
  114952. COLORGRADING3D: boolean;
  114953. SAMPLER3DGREENDEPTH: boolean;
  114954. SAMPLER3DBGRMAP: boolean;
  114955. IMAGEPROCESSINGPOSTPROCESS: boolean;
  114956. constructor();
  114957. setValue(name: string, value: boolean): void;
  114958. }
  114959. /**
  114960. * Class used to configure NodeMaterial
  114961. */
  114962. export interface INodeMaterialOptions {
  114963. /**
  114964. * Defines if blocks should emit comments
  114965. */
  114966. emitComments: boolean;
  114967. }
  114968. /**
  114969. * Class used to create a node based material built by assembling shader blocks
  114970. */
  114971. export class NodeMaterial extends PushMaterial {
  114972. private _options;
  114973. private _vertexCompilationState;
  114974. private _fragmentCompilationState;
  114975. private _sharedData;
  114976. private _buildId;
  114977. private _buildWasSuccessful;
  114978. private _cachedWorldViewMatrix;
  114979. private _cachedWorldViewProjectionMatrix;
  114980. private _optimizers;
  114981. /** Define the URl to load node editor script */
  114982. static EditorURL: string;
  114983. private BJSNODEMATERIALEDITOR;
  114984. /** Get the inspector from bundle or global */
  114985. private _getGlobalNodeMaterialEditor;
  114986. /**
  114987. * Defines the maximum number of lights that can be used in the material
  114988. */
  114989. maxSimultaneousLights: number;
  114990. /**
  114991. * Observable raised when the material is built
  114992. */
  114993. onBuildObservable: Observable<NodeMaterial>;
  114994. /**
  114995. * Gets or sets the root nodes of the material vertex shader
  114996. */
  114997. _vertexOutputNodes: NodeMaterialBlock[];
  114998. /**
  114999. * Gets or sets the root nodes of the material fragment (pixel) shader
  115000. */
  115001. _fragmentOutputNodes: NodeMaterialBlock[];
  115002. /** Gets or sets options to control the node material overall behavior */
  115003. options: INodeMaterialOptions;
  115004. /**
  115005. * Default configuration related to image processing available in the standard Material.
  115006. */
  115007. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115008. /**
  115009. * Gets the image processing configuration used either in this material.
  115010. */
  115011. /**
  115012. * Sets the Default image processing configuration used either in the this material.
  115013. *
  115014. * If sets to null, the scene one is in use.
  115015. */
  115016. imageProcessingConfiguration: ImageProcessingConfiguration;
  115017. /**
  115018. * Create a new node based material
  115019. * @param name defines the material name
  115020. * @param scene defines the hosting scene
  115021. * @param options defines creation option
  115022. */
  115023. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115024. /**
  115025. * Gets the current class name of the material e.g. "NodeMaterial"
  115026. * @returns the class name
  115027. */
  115028. getClassName(): string;
  115029. /**
  115030. * Keep track of the image processing observer to allow dispose and replace.
  115031. */
  115032. private _imageProcessingObserver;
  115033. /**
  115034. * Attaches a new image processing configuration to the Standard Material.
  115035. * @param configuration
  115036. */
  115037. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115038. /**
  115039. * Adds a new optimizer to the list of optimizers
  115040. * @param optimizer defines the optimizers to add
  115041. * @returns the current material
  115042. */
  115043. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115044. /**
  115045. * Remove an optimizer from the list of optimizers
  115046. * @param optimizer defines the optimizers to remove
  115047. * @returns the current material
  115048. */
  115049. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115050. /**
  115051. * Add a new block to the list of output nodes
  115052. * @param node defines the node to add
  115053. * @returns the current material
  115054. */
  115055. addOutputNode(node: NodeMaterialBlock): this;
  115056. /**
  115057. * Remove a block from the list of root nodes
  115058. * @param node defines the node to remove
  115059. * @returns the current material
  115060. */
  115061. removeOutputNode(node: NodeMaterialBlock): this;
  115062. private _addVertexOutputNode;
  115063. private _removeVertexOutputNode;
  115064. private _addFragmentOutputNode;
  115065. private _removeFragmentOutputNode;
  115066. /**
  115067. * Specifies if the material will require alpha blending
  115068. * @returns a boolean specifying if alpha blending is needed
  115069. */
  115070. needAlphaBlending(): boolean;
  115071. /**
  115072. * Specifies if this material should be rendered in alpha test mode
  115073. * @returns a boolean specifying if an alpha test is needed.
  115074. */
  115075. needAlphaTesting(): boolean;
  115076. private _initializeBlock;
  115077. private _resetDualBlocks;
  115078. /**
  115079. * Build the material and generates the inner effect
  115080. * @param verbose defines if the build should log activity
  115081. */
  115082. build(verbose?: boolean): void;
  115083. /**
  115084. * Runs an otpimization phase to try to improve the shader code
  115085. */
  115086. optimize(): void;
  115087. private _prepareDefinesForAttributes;
  115088. /**
  115089. * Get if the submesh is ready to be used and all its information available.
  115090. * Child classes can use it to update shaders
  115091. * @param mesh defines the mesh to check
  115092. * @param subMesh defines which submesh to check
  115093. * @param useInstances specifies that instances should be used
  115094. * @returns a boolean indicating that the submesh is ready or not
  115095. */
  115096. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115097. /**
  115098. * Get a string representing the shaders built by the current node graph
  115099. */
  115100. readonly compiledShaders: string;
  115101. /**
  115102. * Binds the world matrix to the material
  115103. * @param world defines the world transformation matrix
  115104. */
  115105. bindOnlyWorldMatrix(world: Matrix): void;
  115106. /**
  115107. * Binds the submesh to this material by preparing the effect and shader to draw
  115108. * @param world defines the world transformation matrix
  115109. * @param mesh defines the mesh containing the submesh
  115110. * @param subMesh defines the submesh to bind the material to
  115111. */
  115112. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115113. /**
  115114. * Gets the active textures from the material
  115115. * @returns an array of textures
  115116. */
  115117. getActiveTextures(): BaseTexture[];
  115118. /**
  115119. * Specifies if the material uses a texture
  115120. * @param texture defines the texture to check against the material
  115121. * @returns a boolean specifying if the material uses the texture
  115122. */
  115123. hasTexture(texture: BaseTexture): boolean;
  115124. /**
  115125. * Disposes the material
  115126. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115127. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115128. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115129. */
  115130. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115131. /** Creates the node editor window. */
  115132. private _createNodeEditor;
  115133. /**
  115134. * Launch the node material editor
  115135. * @param config Define the configuration of the editor
  115136. * @return a promise fulfilled when the node editor is visible
  115137. */
  115138. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115139. /**
  115140. * Clear the current material
  115141. */
  115142. clear(): void;
  115143. /**
  115144. * Clear the current material and set it to a default state
  115145. */
  115146. setToDefault(): void;
  115147. private _gatherBlocks;
  115148. /**
  115149. * Serializes this material in a JSON representation
  115150. * @returns the serialized material object
  115151. */
  115152. serialize(): any;
  115153. /**
  115154. * Clear the current graph and load a new one from a serialization object
  115155. * @param source defines the JSON representation of the material
  115156. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115157. */
  115158. loadFromSerialization(source: any, rootUrl?: string): void;
  115159. /**
  115160. * Creates a node material from parsed material data
  115161. * @param source defines the JSON representation of the material
  115162. * @param scene defines the hosting scene
  115163. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115164. * @returns a new node material
  115165. */
  115166. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115167. }
  115168. }
  115169. declare module BABYLON {
  115170. /**
  115171. * Block used to read a texture from a sampler
  115172. */
  115173. export class TextureBlock extends NodeMaterialBlock {
  115174. private _defineName;
  115175. private _samplerName;
  115176. private _transformedUVName;
  115177. private _textureTransformName;
  115178. private _textureInfoName;
  115179. private _mainUVName;
  115180. private _mainUVDefineName;
  115181. /**
  115182. * Gets or sets the texture associated with the node
  115183. */
  115184. texture: Nullable<BaseTexture>;
  115185. /**
  115186. * Create a new TextureBlock
  115187. * @param name defines the block name
  115188. */
  115189. constructor(name: string);
  115190. /**
  115191. * Gets the current class name
  115192. * @returns the class name
  115193. */
  115194. getClassName(): string;
  115195. /**
  115196. * Gets the uv input component
  115197. */
  115198. readonly uv: NodeMaterialConnectionPoint;
  115199. /**
  115200. * Gets the output component
  115201. */
  115202. readonly output: NodeMaterialConnectionPoint;
  115203. autoConfigure(): void;
  115204. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115205. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115206. isReady(): boolean;
  115207. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115208. private _injectVertexCode;
  115209. private _writeOutput;
  115210. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115211. serialize(): any;
  115212. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115213. }
  115214. }
  115215. declare module BABYLON {
  115216. /**
  115217. * Class used to store shared data between 2 NodeMaterialBuildState
  115218. */
  115219. export class NodeMaterialBuildStateSharedData {
  115220. /**
  115221. * Gets the list of emitted varyings
  115222. */
  115223. varyings: string[];
  115224. /**
  115225. * Gets the varying declaration string
  115226. */
  115227. varyingDeclaration: string;
  115228. /**
  115229. * Input blocks
  115230. */
  115231. inputBlocks: InputBlock[];
  115232. /**
  115233. * Input blocks
  115234. */
  115235. textureBlocks: TextureBlock[];
  115236. /**
  115237. * Bindable blocks (Blocks that need to set data to the effect)
  115238. */
  115239. bindableBlocks: NodeMaterialBlock[];
  115240. /**
  115241. * List of blocks that can provide a compilation fallback
  115242. */
  115243. blocksWithFallbacks: NodeMaterialBlock[];
  115244. /**
  115245. * List of blocks that can provide a define update
  115246. */
  115247. blocksWithDefines: NodeMaterialBlock[];
  115248. /**
  115249. * List of blocks that can provide a repeatable content
  115250. */
  115251. repeatableContentBlocks: NodeMaterialBlock[];
  115252. /**
  115253. * List of blocks that can provide a dynamic list of uniforms
  115254. */
  115255. dynamicUniformBlocks: NodeMaterialBlock[];
  115256. /**
  115257. * List of blocks that can block the isReady function for the material
  115258. */
  115259. blockingBlocks: NodeMaterialBlock[];
  115260. /**
  115261. * Build Id used to avoid multiple recompilations
  115262. */
  115263. buildId: number;
  115264. /** List of emitted variables */
  115265. variableNames: {
  115266. [key: string]: number;
  115267. };
  115268. /** List of emitted defines */
  115269. defineNames: {
  115270. [key: string]: number;
  115271. };
  115272. /** Should emit comments? */
  115273. emitComments: boolean;
  115274. /** Emit build activity */
  115275. verbose: boolean;
  115276. /**
  115277. * Gets the compilation hints emitted at compilation time
  115278. */
  115279. hints: {
  115280. needWorldViewMatrix: boolean;
  115281. needWorldViewProjectionMatrix: boolean;
  115282. needAlphaBlending: boolean;
  115283. needAlphaTesting: boolean;
  115284. };
  115285. /**
  115286. * List of compilation checks
  115287. */
  115288. checks: {
  115289. emitVertex: boolean;
  115290. emitFragment: boolean;
  115291. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115292. };
  115293. /** Creates a new shared data */
  115294. constructor();
  115295. /**
  115296. * Emits console errors and exceptions if there is a failing check
  115297. */
  115298. emitErrors(): void;
  115299. }
  115300. }
  115301. declare module BABYLON {
  115302. /**
  115303. * Class used to store node based material build state
  115304. */
  115305. export class NodeMaterialBuildState {
  115306. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115307. supportUniformBuffers: boolean;
  115308. /**
  115309. * Gets the list of emitted attributes
  115310. */
  115311. attributes: string[];
  115312. /**
  115313. * Gets the list of emitted uniforms
  115314. */
  115315. uniforms: string[];
  115316. /**
  115317. * Gets the list of emitted uniform buffers
  115318. */
  115319. uniformBuffers: string[];
  115320. /**
  115321. * Gets the list of emitted samplers
  115322. */
  115323. samplers: string[];
  115324. /**
  115325. * Gets the list of emitted functions
  115326. */
  115327. functions: {
  115328. [key: string]: string;
  115329. };
  115330. /**
  115331. * Gets the target of the compilation state
  115332. */
  115333. target: NodeMaterialBlockTargets;
  115334. /**
  115335. * Gets the list of emitted counters
  115336. */
  115337. counters: {
  115338. [key: string]: number;
  115339. };
  115340. /**
  115341. * Shared data between multiple NodeMaterialBuildState instances
  115342. */
  115343. sharedData: NodeMaterialBuildStateSharedData;
  115344. /** @hidden */
  115345. _vertexState: NodeMaterialBuildState;
  115346. /** @hidden */
  115347. _attributeDeclaration: string;
  115348. /** @hidden */
  115349. _uniformDeclaration: string;
  115350. /** @hidden */
  115351. _samplerDeclaration: string;
  115352. /** @hidden */
  115353. _varyingTransfer: string;
  115354. private _repeatableContentAnchorIndex;
  115355. /** @hidden */
  115356. _builtCompilationString: string;
  115357. /**
  115358. * Gets the emitted compilation strings
  115359. */
  115360. compilationString: string;
  115361. /**
  115362. * Finalize the compilation strings
  115363. * @param state defines the current compilation state
  115364. */
  115365. finalize(state: NodeMaterialBuildState): void;
  115366. /** @hidden */
  115367. readonly _repeatableContentAnchor: string;
  115368. /** @hidden */
  115369. _getFreeVariableName(prefix: string): string;
  115370. /** @hidden */
  115371. _getFreeDefineName(prefix: string): string;
  115372. /** @hidden */
  115373. _excludeVariableName(name: string): void;
  115374. /** @hidden */
  115375. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115376. /** @hidden */
  115377. _emitFunction(name: string, code: string, comments: string): void;
  115378. /** @hidden */
  115379. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115380. replaceStrings?: {
  115381. search: RegExp;
  115382. replace: string;
  115383. }[];
  115384. repeatKey?: string;
  115385. }): string;
  115386. /** @hidden */
  115387. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115388. repeatKey?: string;
  115389. removeAttributes?: boolean;
  115390. removeUniforms?: boolean;
  115391. removeVaryings?: boolean;
  115392. removeIfDef?: boolean;
  115393. replaceStrings?: {
  115394. search: RegExp;
  115395. replace: string;
  115396. }[];
  115397. }, storeKey?: string): void;
  115398. /** @hidden */
  115399. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115400. /** @hidden */
  115401. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115402. }
  115403. }
  115404. declare module BABYLON {
  115405. /**
  115406. * Defines a block that can be used inside a node based material
  115407. */
  115408. export class NodeMaterialBlock {
  115409. private _buildId;
  115410. private _buildTarget;
  115411. private _target;
  115412. private _isFinalMerger;
  115413. private _isInput;
  115414. /** @hidden */
  115415. _inputs: NodeMaterialConnectionPoint[];
  115416. /** @hidden */
  115417. _outputs: NodeMaterialConnectionPoint[];
  115418. /**
  115419. * Gets or sets the name of the block
  115420. */
  115421. name: string;
  115422. /**
  115423. * Gets or sets the unique id of the node
  115424. */
  115425. uniqueId: number;
  115426. /**
  115427. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115428. */
  115429. readonly isFinalMerger: boolean;
  115430. /**
  115431. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115432. */
  115433. readonly isInput: boolean;
  115434. /**
  115435. * Gets or sets the build Id
  115436. */
  115437. buildId: number;
  115438. /**
  115439. * Gets or sets the target of the block
  115440. */
  115441. target: NodeMaterialBlockTargets;
  115442. /**
  115443. * Gets the list of input points
  115444. */
  115445. readonly inputs: NodeMaterialConnectionPoint[];
  115446. /** Gets the list of output points */
  115447. readonly outputs: NodeMaterialConnectionPoint[];
  115448. /**
  115449. * Find an input by its name
  115450. * @param name defines the name of the input to look for
  115451. * @returns the input or null if not found
  115452. */
  115453. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115454. /**
  115455. * Find an output by its name
  115456. * @param name defines the name of the outputto look for
  115457. * @returns the output or null if not found
  115458. */
  115459. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115460. /**
  115461. * Creates a new NodeMaterialBlock
  115462. * @param name defines the block name
  115463. * @param target defines the target of that block (Vertex by default)
  115464. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115465. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115466. */
  115467. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115468. /**
  115469. * Initialize the block and prepare the context for build
  115470. * @param state defines the state that will be used for the build
  115471. */
  115472. initialize(state: NodeMaterialBuildState): void;
  115473. /**
  115474. * Bind data to effect. Will only be called for blocks with isBindable === true
  115475. * @param effect defines the effect to bind data to
  115476. * @param nodeMaterial defines the hosting NodeMaterial
  115477. * @param mesh defines the mesh that will be rendered
  115478. */
  115479. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115480. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115481. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115482. protected _writeFloat(value: number): string;
  115483. /**
  115484. * Gets the current class name e.g. "NodeMaterialBlock"
  115485. * @returns the class name
  115486. */
  115487. getClassName(): string;
  115488. /**
  115489. * Register a new input. Must be called inside a block constructor
  115490. * @param name defines the connection point name
  115491. * @param type defines the connection point type
  115492. * @param isOptional defines a boolean indicating that this input can be omitted
  115493. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115494. * @returns the current block
  115495. */
  115496. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115497. /**
  115498. * Register a new output. Must be called inside a block constructor
  115499. * @param name defines the connection point name
  115500. * @param type defines the connection point type
  115501. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115502. * @returns the current block
  115503. */
  115504. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115505. /**
  115506. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115507. * @param forOutput defines an optional connection point to check compatibility with
  115508. * @returns the first available input or null
  115509. */
  115510. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115511. /**
  115512. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115513. * @param forBlock defines an optional block to check compatibility with
  115514. * @returns the first available input or null
  115515. */
  115516. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115517. /**
  115518. * Connect current block with another block
  115519. * @param other defines the block to connect with
  115520. * @param options define the various options to help pick the right connections
  115521. * @returns the current block
  115522. */
  115523. connectTo(other: NodeMaterialBlock, options?: {
  115524. input?: string;
  115525. output?: string;
  115526. outputSwizzle?: string;
  115527. }): this | undefined;
  115528. protected _buildBlock(state: NodeMaterialBuildState): void;
  115529. /**
  115530. * Add uniforms, samplers and uniform buffers at compilation time
  115531. * @param state defines the state to update
  115532. * @param nodeMaterial defines the node material requesting the update
  115533. * @param defines defines the material defines to update
  115534. */
  115535. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115536. /**
  115537. * Add potential fallbacks if shader compilation fails
  115538. * @param mesh defines the mesh to be rendered
  115539. * @param fallbacks defines the current prioritized list of fallbacks
  115540. */
  115541. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115542. /**
  115543. * Update defines for shader compilation
  115544. * @param mesh defines the mesh to be rendered
  115545. * @param nodeMaterial defines the node material requesting the update
  115546. * @param defines defines the material defines to update
  115547. * @param useInstances specifies that instances should be used
  115548. */
  115549. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115550. /**
  115551. * Initialize defines for shader compilation
  115552. * @param mesh defines the mesh to be rendered
  115553. * @param nodeMaterial defines the node material requesting the update
  115554. * @param defines defines the material defines to be prepared
  115555. * @param useInstances specifies that instances should be used
  115556. */
  115557. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115558. /**
  115559. * Lets the block try to connect some inputs automatically
  115560. */
  115561. autoConfigure(): void;
  115562. /**
  115563. * Function called when a block is declared as repeatable content generator
  115564. * @param vertexShaderState defines the current compilation state for the vertex shader
  115565. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115566. * @param mesh defines the mesh to be rendered
  115567. * @param defines defines the material defines to update
  115568. */
  115569. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115570. /**
  115571. * Checks if the block is ready
  115572. * @param mesh defines the mesh to be rendered
  115573. * @param nodeMaterial defines the node material requesting the update
  115574. * @param defines defines the material defines to update
  115575. * @param useInstances specifies that instances should be used
  115576. * @returns true if the block is ready
  115577. */
  115578. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115579. private _processBuild;
  115580. /**
  115581. * Compile the current node and generate the shader code
  115582. * @param state defines the current compilation state (uniforms, samplers, current string)
  115583. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115584. * @returns true if already built
  115585. */
  115586. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115587. /**
  115588. * Serializes this block in a JSON representation
  115589. * @returns the serialized block object
  115590. */
  115591. serialize(): any;
  115592. /** @hidden */
  115593. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115594. }
  115595. }
  115596. declare module BABYLON {
  115597. /**
  115598. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115599. */
  115600. export enum NodeMaterialBlockConnectionPointMode {
  115601. /** Value is an uniform */
  115602. Uniform = 0,
  115603. /** Value is a mesh attribute */
  115604. Attribute = 1,
  115605. /** Value is a varying between vertex and fragment shaders */
  115606. Varying = 2,
  115607. /** Mode is undefined */
  115608. Undefined = 3
  115609. }
  115610. }
  115611. declare module BABYLON {
  115612. /**
  115613. * Enum used to define well known values e.g. values automatically provided by the system
  115614. */
  115615. export enum NodeMaterialWellKnownValues {
  115616. /** World */
  115617. World = 1,
  115618. /** View */
  115619. View = 2,
  115620. /** Projection */
  115621. Projection = 3,
  115622. /** ViewProjection */
  115623. ViewProjection = 4,
  115624. /** WorldView */
  115625. WorldView = 5,
  115626. /** WorldViewProjection */
  115627. WorldViewProjection = 6,
  115628. /** CameraPosition */
  115629. CameraPosition = 7,
  115630. /** Fog Color */
  115631. FogColor = 8
  115632. }
  115633. }
  115634. declare module BABYLON {
  115635. /**
  115636. * Contains position and normal vectors for a vertex
  115637. */
  115638. export class PositionNormalVertex {
  115639. /** the position of the vertex (defaut: 0,0,0) */
  115640. position: Vector3;
  115641. /** the normal of the vertex (defaut: 0,1,0) */
  115642. normal: Vector3;
  115643. /**
  115644. * Creates a PositionNormalVertex
  115645. * @param position the position of the vertex (defaut: 0,0,0)
  115646. * @param normal the normal of the vertex (defaut: 0,1,0)
  115647. */
  115648. constructor(
  115649. /** the position of the vertex (defaut: 0,0,0) */
  115650. position?: Vector3,
  115651. /** the normal of the vertex (defaut: 0,1,0) */
  115652. normal?: Vector3);
  115653. /**
  115654. * Clones the PositionNormalVertex
  115655. * @returns the cloned PositionNormalVertex
  115656. */
  115657. clone(): PositionNormalVertex;
  115658. }
  115659. /**
  115660. * Contains position, normal and uv vectors for a vertex
  115661. */
  115662. export class PositionNormalTextureVertex {
  115663. /** the position of the vertex (defaut: 0,0,0) */
  115664. position: Vector3;
  115665. /** the normal of the vertex (defaut: 0,1,0) */
  115666. normal: Vector3;
  115667. /** the uv of the vertex (default: 0,0) */
  115668. uv: Vector2;
  115669. /**
  115670. * Creates a PositionNormalTextureVertex
  115671. * @param position the position of the vertex (defaut: 0,0,0)
  115672. * @param normal the normal of the vertex (defaut: 0,1,0)
  115673. * @param uv the uv of the vertex (default: 0,0)
  115674. */
  115675. constructor(
  115676. /** the position of the vertex (defaut: 0,0,0) */
  115677. position?: Vector3,
  115678. /** the normal of the vertex (defaut: 0,1,0) */
  115679. normal?: Vector3,
  115680. /** the uv of the vertex (default: 0,0) */
  115681. uv?: Vector2);
  115682. /**
  115683. * Clones the PositionNormalTextureVertex
  115684. * @returns the cloned PositionNormalTextureVertex
  115685. */
  115686. clone(): PositionNormalTextureVertex;
  115687. }
  115688. }
  115689. declare module BABYLON {
  115690. /**
  115691. * Block used to expose an input value
  115692. */
  115693. export class InputBlock extends NodeMaterialBlock {
  115694. private _mode;
  115695. private _associatedVariableName;
  115696. private _storedValue;
  115697. private _valueCallback;
  115698. private _type;
  115699. /** @hidden */
  115700. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115701. /**
  115702. * Gets or sets the connection point type (default is float)
  115703. */
  115704. readonly type: NodeMaterialBlockConnectionPointTypes;
  115705. /**
  115706. * Creates a new InputBlock
  115707. * @param name defines the block name
  115708. * @param target defines the target of that block (Vertex by default)
  115709. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  115710. */
  115711. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  115712. /**
  115713. * Gets the output component
  115714. */
  115715. readonly output: NodeMaterialConnectionPoint;
  115716. /**
  115717. * Set the source of this connection point to a vertex attribute
  115718. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  115719. * @returns the current connection point
  115720. */
  115721. setAsAttribute(attributeName?: string): InputBlock;
  115722. /**
  115723. * Set the source of this connection point to a well known value
  115724. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  115725. * @returns the current connection point
  115726. */
  115727. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  115728. /**
  115729. * Gets or sets the value of that point.
  115730. * Please note that this value will be ignored if valueCallback is defined
  115731. */
  115732. value: any;
  115733. /**
  115734. * Gets or sets a callback used to get the value of that point.
  115735. * Please note that setting this value will force the connection point to ignore the value property
  115736. */
  115737. valueCallback: () => any;
  115738. /**
  115739. * Gets or sets the associated variable name in the shader
  115740. */
  115741. associatedVariableName: string;
  115742. /**
  115743. * Gets a boolean indicating that this connection point not defined yet
  115744. */
  115745. readonly isUndefined: boolean;
  115746. /**
  115747. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  115748. * In this case the connection point name must be the name of the uniform to use.
  115749. * Can only be set on inputs
  115750. */
  115751. isUniform: boolean;
  115752. /**
  115753. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  115754. * In this case the connection point name must be the name of the attribute to use
  115755. * Can only be set on inputs
  115756. */
  115757. isAttribute: boolean;
  115758. /**
  115759. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  115760. * Can only be set on exit points
  115761. */
  115762. isVarying: boolean;
  115763. /**
  115764. * Gets a boolean indicating that the current connection point is a well known value
  115765. */
  115766. readonly isWellKnownValue: boolean;
  115767. /**
  115768. * Gets or sets the current well known value or null if not defined as well know value
  115769. */
  115770. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115771. /**
  115772. * Gets the current class name
  115773. * @returns the class name
  115774. */
  115775. getClassName(): string;
  115776. private _emitDefine;
  115777. /**
  115778. * Set the input block to its default value (based on its type)
  115779. */
  115780. setDefaultValue(): void;
  115781. private _emit;
  115782. /** @hidden */
  115783. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  115784. /** @hidden */
  115785. _transmit(effect: Effect, scene: Scene): void;
  115786. protected _buildBlock(state: NodeMaterialBuildState): void;
  115787. serialize(): any;
  115788. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115789. }
  115790. }
  115791. declare module BABYLON {
  115792. /**
  115793. * Defines a connection point for a block
  115794. */
  115795. export class NodeMaterialConnectionPoint {
  115796. /** @hidden */
  115797. _ownerBlock: NodeMaterialBlock;
  115798. /** @hidden */
  115799. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115800. private _endpoints;
  115801. private _associatedVariableName;
  115802. /** @hidden */
  115803. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  115804. private _type;
  115805. /** @hidden */
  115806. _enforceAssociatedVariableName: boolean;
  115807. /**
  115808. * Gets or sets the associated variable name in the shader
  115809. */
  115810. associatedVariableName: string;
  115811. /**
  115812. * Gets or sets the connection point type (default is float)
  115813. */
  115814. type: NodeMaterialBlockConnectionPointTypes;
  115815. /**
  115816. * Gets or sets the connection point name
  115817. */
  115818. name: string;
  115819. /**
  115820. * Gets or sets the swizzle to apply to this connection point when reading or writing
  115821. */
  115822. swizzle: string;
  115823. /**
  115824. * Gets or sets a boolean indicating that this connection point can be omitted
  115825. */
  115826. isOptional: boolean;
  115827. /**
  115828. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  115829. */
  115830. define: string;
  115831. /** Gets or sets the target of that connection point */
  115832. target: NodeMaterialBlockTargets;
  115833. /**
  115834. * Gets a boolean indicating that the current point is connected
  115835. */
  115836. readonly isConnected: boolean;
  115837. /**
  115838. * Gets a boolean indicating that the current point is connected to an input block
  115839. */
  115840. readonly isConnectedToInput: boolean;
  115841. /**
  115842. * Gets a the connected input block (if any)
  115843. */
  115844. readonly connectInputBlock: Nullable<InputBlock>;
  115845. /** Get the other side of the connection (if any) */
  115846. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115847. /** Get the block that owns this connection point */
  115848. readonly ownerBlock: NodeMaterialBlock;
  115849. /** Get the block connected on the other side of this connection (if any) */
  115850. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  115851. /** Get the block connected on the endpoints of this connection (if any) */
  115852. readonly connectedBlocks: Array<NodeMaterialBlock>;
  115853. /** Gets the list of connected endpoints */
  115854. readonly endpoints: NodeMaterialConnectionPoint[];
  115855. /**
  115856. * Creates a new connection point
  115857. * @param name defines the connection point name
  115858. * @param ownerBlock defines the block hosting this connection point
  115859. */
  115860. constructor(name: string, ownerBlock: NodeMaterialBlock);
  115861. /**
  115862. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  115863. * @returns the class name
  115864. */
  115865. getClassName(): string;
  115866. /**
  115867. * Gets an boolean indicating if the current point can be connected to another point
  115868. * @param connectionPoint defines the other connection point
  115869. * @returns true if the connection is possible
  115870. */
  115871. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  115872. /**
  115873. * Connect this point to another connection point
  115874. * @param connectionPoint defines the other connection point
  115875. * @returns the current connection point
  115876. */
  115877. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115878. /**
  115879. * Disconnect this point from one of his endpoint
  115880. * @param endpoint defines the other connection point
  115881. * @returns the current connection point
  115882. */
  115883. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115884. /**
  115885. * Serializes this point in a JSON representation
  115886. * @returns the serialized point object
  115887. */
  115888. serialize(): any;
  115889. private static _GetTypeLength;
  115890. }
  115891. }
  115892. declare module BABYLON {
  115893. /**
  115894. * Block used to add support for vertex skinning (bones)
  115895. */
  115896. export class BonesBlock extends NodeMaterialBlock {
  115897. /**
  115898. * Creates a new BonesBlock
  115899. * @param name defines the block name
  115900. */
  115901. constructor(name: string);
  115902. /**
  115903. * Initialize the block and prepare the context for build
  115904. * @param state defines the state that will be used for the build
  115905. */
  115906. initialize(state: NodeMaterialBuildState): void;
  115907. /**
  115908. * Gets the current class name
  115909. * @returns the class name
  115910. */
  115911. getClassName(): string;
  115912. /**
  115913. * Gets the matrix indices input component
  115914. */
  115915. readonly matricesIndices: NodeMaterialConnectionPoint;
  115916. /**
  115917. * Gets the matrix weights input component
  115918. */
  115919. readonly matricesWeights: NodeMaterialConnectionPoint;
  115920. /**
  115921. * Gets the extra matrix indices input component
  115922. */
  115923. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  115924. /**
  115925. * Gets the extra matrix weights input component
  115926. */
  115927. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  115928. /**
  115929. * Gets the world input component
  115930. */
  115931. readonly world: NodeMaterialConnectionPoint;
  115932. /**
  115933. * Gets the output component
  115934. */
  115935. readonly output: NodeMaterialConnectionPoint;
  115936. autoConfigure(): void;
  115937. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115938. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115939. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115940. protected _buildBlock(state: NodeMaterialBuildState): this;
  115941. }
  115942. }
  115943. declare module BABYLON {
  115944. /**
  115945. * Block used to add support for instances
  115946. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  115947. */
  115948. export class InstancesBlock extends NodeMaterialBlock {
  115949. /**
  115950. * Creates a new InstancesBlock
  115951. * @param name defines the block name
  115952. */
  115953. constructor(name: string);
  115954. /**
  115955. * Gets the current class name
  115956. * @returns the class name
  115957. */
  115958. getClassName(): string;
  115959. /**
  115960. * Gets the first world row input component
  115961. */
  115962. readonly world0: NodeMaterialConnectionPoint;
  115963. /**
  115964. * Gets the second world row input component
  115965. */
  115966. readonly world1: NodeMaterialConnectionPoint;
  115967. /**
  115968. * Gets the third world row input component
  115969. */
  115970. readonly world2: NodeMaterialConnectionPoint;
  115971. /**
  115972. * Gets the forth world row input component
  115973. */
  115974. readonly world3: NodeMaterialConnectionPoint;
  115975. /**
  115976. * Gets the world input component
  115977. */
  115978. readonly world: NodeMaterialConnectionPoint;
  115979. /**
  115980. * Gets the output component
  115981. */
  115982. readonly output: NodeMaterialConnectionPoint;
  115983. autoConfigure(): void;
  115984. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115985. protected _buildBlock(state: NodeMaterialBuildState): this;
  115986. }
  115987. }
  115988. declare module BABYLON {
  115989. /**
  115990. * Block used to add morph targets support to vertex shader
  115991. */
  115992. export class MorphTargetsBlock extends NodeMaterialBlock {
  115993. private _repeatableContentAnchor;
  115994. private _repeatebleContentGenerated;
  115995. /**
  115996. * Create a new MorphTargetsBlock
  115997. * @param name defines the block name
  115998. */
  115999. constructor(name: string);
  116000. /**
  116001. * Gets the current class name
  116002. * @returns the class name
  116003. */
  116004. getClassName(): string;
  116005. /**
  116006. * Gets the position input component
  116007. */
  116008. readonly position: NodeMaterialConnectionPoint;
  116009. /**
  116010. * Gets the normal input component
  116011. */
  116012. readonly normal: NodeMaterialConnectionPoint;
  116013. /**
  116014. * Gets the tangent input component
  116015. */
  116016. readonly tangent: NodeMaterialConnectionPoint;
  116017. /**
  116018. * Gets the tangent input component
  116019. */
  116020. readonly uv: NodeMaterialConnectionPoint;
  116021. /**
  116022. * Gets the position output component
  116023. */
  116024. readonly positionOutput: NodeMaterialConnectionPoint;
  116025. /**
  116026. * Gets the normal output component
  116027. */
  116028. readonly normalOutput: NodeMaterialConnectionPoint;
  116029. /**
  116030. * Gets the tangent output component
  116031. */
  116032. readonly tangentOutput: NodeMaterialConnectionPoint;
  116033. /**
  116034. * Gets the tangent output component
  116035. */
  116036. readonly uvOutput: NodeMaterialConnectionPoint;
  116037. initialize(state: NodeMaterialBuildState): void;
  116038. autoConfigure(): void;
  116039. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116040. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116041. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116042. protected _buildBlock(state: NodeMaterialBuildState): this;
  116043. }
  116044. }
  116045. declare module BABYLON {
  116046. /**
  116047. * Block used to add an alpha test in the fragment shader
  116048. */
  116049. export class AlphaTestBlock extends NodeMaterialBlock {
  116050. /**
  116051. * Gets or sets the alpha value where alpha testing happens
  116052. */
  116053. alphaCutOff: number;
  116054. /**
  116055. * Create a new AlphaTestBlock
  116056. * @param name defines the block name
  116057. */
  116058. constructor(name: string);
  116059. /**
  116060. * Gets the current class name
  116061. * @returns the class name
  116062. */
  116063. getClassName(): string;
  116064. /**
  116065. * Gets the color input component
  116066. */
  116067. readonly color: NodeMaterialConnectionPoint;
  116068. protected _buildBlock(state: NodeMaterialBuildState): this;
  116069. }
  116070. }
  116071. declare module BABYLON {
  116072. /**
  116073. * Block used to create a Color4 out of 4 inputs (one for each component)
  116074. */
  116075. export class RGBAMergerBlock extends NodeMaterialBlock {
  116076. /**
  116077. * Create a new RGBAMergerBlock
  116078. * @param name defines the block name
  116079. */
  116080. constructor(name: string);
  116081. /**
  116082. * Gets the current class name
  116083. * @returns the class name
  116084. */
  116085. getClassName(): string;
  116086. /**
  116087. * Gets the R input component
  116088. */
  116089. readonly r: NodeMaterialConnectionPoint;
  116090. /**
  116091. * Gets the G input component
  116092. */
  116093. readonly g: NodeMaterialConnectionPoint;
  116094. /**
  116095. * Gets the B input component
  116096. */
  116097. readonly b: NodeMaterialConnectionPoint;
  116098. /**
  116099. * Gets the RGB input component
  116100. */
  116101. readonly rgb: NodeMaterialConnectionPoint;
  116102. /**
  116103. * Gets the R input component
  116104. */
  116105. readonly a: NodeMaterialConnectionPoint;
  116106. /**
  116107. * Gets the output component
  116108. */
  116109. readonly output: NodeMaterialConnectionPoint;
  116110. protected _buildBlock(state: NodeMaterialBuildState): this;
  116111. }
  116112. }
  116113. declare module BABYLON {
  116114. /**
  116115. * Block used to create a Color3 out of 3 inputs (one for each component)
  116116. */
  116117. export class RGBMergerBlock extends NodeMaterialBlock {
  116118. /**
  116119. * Create a new RGBMergerBlock
  116120. * @param name defines the block name
  116121. */
  116122. constructor(name: string);
  116123. /**
  116124. * Gets the current class name
  116125. * @returns the class name
  116126. */
  116127. getClassName(): string;
  116128. /**
  116129. * Gets the R component input
  116130. */
  116131. readonly r: NodeMaterialConnectionPoint;
  116132. /**
  116133. * Gets the G component input
  116134. */
  116135. readonly g: NodeMaterialConnectionPoint;
  116136. /**
  116137. * Gets the B component input
  116138. */
  116139. readonly b: NodeMaterialConnectionPoint;
  116140. /**
  116141. * Gets the output component
  116142. */
  116143. readonly output: NodeMaterialConnectionPoint;
  116144. protected _buildBlock(state: NodeMaterialBuildState): this;
  116145. }
  116146. }
  116147. declare module BABYLON {
  116148. /**
  116149. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  116150. */
  116151. export class RGBASplitterBlock extends NodeMaterialBlock {
  116152. /**
  116153. * Create a new RGBASplitterBlock
  116154. * @param name defines the block name
  116155. */
  116156. constructor(name: string);
  116157. /**
  116158. * Gets the current class name
  116159. * @returns the class name
  116160. */
  116161. getClassName(): string;
  116162. /**
  116163. * Gets the input component
  116164. */
  116165. readonly input: NodeMaterialConnectionPoint;
  116166. protected _buildBlock(state: NodeMaterialBuildState): this;
  116167. }
  116168. }
  116169. declare module BABYLON {
  116170. /**
  116171. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  116172. */
  116173. export class RGBSplitterBlock extends NodeMaterialBlock {
  116174. /**
  116175. * Create a new RGBSplitterBlock
  116176. * @param name defines the block name
  116177. */
  116178. constructor(name: string);
  116179. /**
  116180. * Gets the current class name
  116181. * @returns the class name
  116182. */
  116183. getClassName(): string;
  116184. /**
  116185. * Gets the input component
  116186. */
  116187. readonly input: NodeMaterialConnectionPoint;
  116188. protected _buildBlock(state: NodeMaterialBuildState): this;
  116189. }
  116190. }
  116191. declare module BABYLON {
  116192. /**
  116193. * Block used to add image processing support to fragment shader
  116194. */
  116195. export class ImageProcessingBlock extends NodeMaterialBlock {
  116196. /**
  116197. * Create a new ImageProcessingBlock
  116198. * @param name defines the block name
  116199. */
  116200. constructor(name: string);
  116201. /**
  116202. * Gets the current class name
  116203. * @returns the class name
  116204. */
  116205. getClassName(): string;
  116206. /**
  116207. * Gets the color input component
  116208. */
  116209. readonly color: NodeMaterialConnectionPoint;
  116210. /**
  116211. * Gets the output component
  116212. */
  116213. readonly output: NodeMaterialConnectionPoint;
  116214. /**
  116215. * Initialize the block and prepare the context for build
  116216. * @param state defines the state that will be used for the build
  116217. */
  116218. initialize(state: NodeMaterialBuildState): void;
  116219. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116220. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116221. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116222. protected _buildBlock(state: NodeMaterialBuildState): this;
  116223. }
  116224. }
  116225. declare module BABYLON {
  116226. /**
  116227. * Block used to add support for scene fog
  116228. */
  116229. export class FogBlock extends NodeMaterialBlock {
  116230. private _fogDistanceName;
  116231. private _fogParameters;
  116232. /**
  116233. * Create a new FogBlock
  116234. * @param name defines the block name
  116235. */
  116236. constructor(name: string);
  116237. /**
  116238. * Gets the current class name
  116239. * @returns the class name
  116240. */
  116241. getClassName(): string;
  116242. /**
  116243. * Gets the world position input component
  116244. */
  116245. readonly worldPosition: NodeMaterialConnectionPoint;
  116246. /**
  116247. * Gets the view input component
  116248. */
  116249. readonly view: NodeMaterialConnectionPoint;
  116250. /**
  116251. * Gets the color input component
  116252. */
  116253. readonly color: NodeMaterialConnectionPoint;
  116254. /**
  116255. * Gets the fog color input component
  116256. */
  116257. readonly fogColor: NodeMaterialConnectionPoint;
  116258. /**
  116259. * Gets the output component
  116260. */
  116261. readonly output: NodeMaterialConnectionPoint;
  116262. autoConfigure(): void;
  116263. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116264. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116265. protected _buildBlock(state: NodeMaterialBuildState): this;
  116266. }
  116267. }
  116268. declare module BABYLON {
  116269. /**
  116270. * Block used to add light in the fragment shader
  116271. */
  116272. export class LightBlock extends NodeMaterialBlock {
  116273. private _lightId;
  116274. /**
  116275. * Gets or sets the light associated with this block
  116276. */
  116277. light: Nullable<Light>;
  116278. /**
  116279. * Create a new LightBlock
  116280. * @param name defines the block name
  116281. */
  116282. constructor(name: string);
  116283. /**
  116284. * Gets the current class name
  116285. * @returns the class name
  116286. */
  116287. getClassName(): string;
  116288. /**
  116289. * Gets the world position input component
  116290. */
  116291. readonly worldPosition: NodeMaterialConnectionPoint;
  116292. /**
  116293. * Gets the world normal input component
  116294. */
  116295. readonly worldNormal: NodeMaterialConnectionPoint;
  116296. /**
  116297. * Gets the camera (or eye) position component
  116298. */
  116299. readonly cameraPosition: NodeMaterialConnectionPoint;
  116300. /**
  116301. * Gets the diffuse output component
  116302. */
  116303. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116304. /**
  116305. * Gets the specular output component
  116306. */
  116307. readonly specularOutput: NodeMaterialConnectionPoint;
  116308. autoConfigure(): void;
  116309. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116310. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116311. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116312. private _injectVertexCode;
  116313. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116314. serialize(): any;
  116315. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116316. }
  116317. }
  116318. declare module BABYLON {
  116319. /**
  116320. * Block used to multiply 2 values
  116321. */
  116322. export class MultiplyBlock extends NodeMaterialBlock {
  116323. /**
  116324. * Creates a new MultiplyBlock
  116325. * @param name defines the block name
  116326. */
  116327. constructor(name: string);
  116328. /**
  116329. * Gets the current class name
  116330. * @returns the class name
  116331. */
  116332. getClassName(): string;
  116333. /**
  116334. * Gets the left operand input component
  116335. */
  116336. readonly left: NodeMaterialConnectionPoint;
  116337. /**
  116338. * Gets the right operand input component
  116339. */
  116340. readonly right: NodeMaterialConnectionPoint;
  116341. /**
  116342. * Gets the output component
  116343. */
  116344. readonly output: NodeMaterialConnectionPoint;
  116345. protected _buildBlock(state: NodeMaterialBuildState): this;
  116346. }
  116347. }
  116348. declare module BABYLON {
  116349. /**
  116350. * Block used to add 2 vectors
  116351. */
  116352. export class AddBlock extends NodeMaterialBlock {
  116353. /**
  116354. * Creates a new AddBlock
  116355. * @param name defines the block name
  116356. */
  116357. constructor(name: string);
  116358. /**
  116359. * Gets the current class name
  116360. * @returns the class name
  116361. */
  116362. getClassName(): string;
  116363. /**
  116364. * Gets the left operand input component
  116365. */
  116366. readonly left: NodeMaterialConnectionPoint;
  116367. /**
  116368. * Gets the right operand input component
  116369. */
  116370. readonly right: NodeMaterialConnectionPoint;
  116371. /**
  116372. * Gets the output component
  116373. */
  116374. readonly output: NodeMaterialConnectionPoint;
  116375. protected _buildBlock(state: NodeMaterialBuildState): this;
  116376. }
  116377. }
  116378. declare module BABYLON {
  116379. /**
  116380. * Block used to clamp a float
  116381. */
  116382. export class ClampBlock extends NodeMaterialBlock {
  116383. /** Gets or sets the minimum range */
  116384. minimum: number;
  116385. /** Gets or sets the maximum range */
  116386. maximum: number;
  116387. /**
  116388. * Creates a new ClampBlock
  116389. * @param name defines the block name
  116390. */
  116391. constructor(name: string);
  116392. /**
  116393. * Gets the current class name
  116394. * @returns the class name
  116395. */
  116396. getClassName(): string;
  116397. /**
  116398. * Gets the value input component
  116399. */
  116400. readonly value: NodeMaterialConnectionPoint;
  116401. /**
  116402. * Gets the output component
  116403. */
  116404. readonly output: NodeMaterialConnectionPoint;
  116405. protected _buildBlock(state: NodeMaterialBuildState): this;
  116406. }
  116407. }
  116408. declare module BABYLON {
  116409. /**
  116410. * Block used to apply a cross product between 2 vectors
  116411. */
  116412. export class CrossBlock extends NodeMaterialBlock {
  116413. /**
  116414. * Creates a new CrossBlock
  116415. * @param name defines the block name
  116416. */
  116417. constructor(name: string);
  116418. /**
  116419. * Gets the current class name
  116420. * @returns the class name
  116421. */
  116422. getClassName(): string;
  116423. /**
  116424. * Gets the left operand input component
  116425. */
  116426. readonly left: NodeMaterialConnectionPoint;
  116427. /**
  116428. * Gets the right operand input component
  116429. */
  116430. readonly right: NodeMaterialConnectionPoint;
  116431. /**
  116432. * Gets the output component
  116433. */
  116434. readonly output: NodeMaterialConnectionPoint;
  116435. protected _buildBlock(state: NodeMaterialBuildState): this;
  116436. }
  116437. }
  116438. declare module BABYLON {
  116439. /**
  116440. * Block used to apply a dot product between 2 vectors
  116441. */
  116442. export class DotBlock extends NodeMaterialBlock {
  116443. /**
  116444. * Creates a new DotBlock
  116445. * @param name defines the block name
  116446. */
  116447. constructor(name: string);
  116448. /**
  116449. * Gets the current class name
  116450. * @returns the class name
  116451. */
  116452. getClassName(): string;
  116453. /**
  116454. * Gets the left operand input component
  116455. */
  116456. readonly left: NodeMaterialConnectionPoint;
  116457. /**
  116458. * Gets the right operand input component
  116459. */
  116460. readonly right: NodeMaterialConnectionPoint;
  116461. /**
  116462. * Gets the output component
  116463. */
  116464. readonly output: NodeMaterialConnectionPoint;
  116465. protected _buildBlock(state: NodeMaterialBuildState): this;
  116466. }
  116467. }
  116468. declare module BABYLON {
  116469. /**
  116470. * Effect Render Options
  116471. */
  116472. export interface IEffectRendererOptions {
  116473. /**
  116474. * Defines the vertices positions.
  116475. */
  116476. positions?: number[];
  116477. /**
  116478. * Defines the indices.
  116479. */
  116480. indices?: number[];
  116481. }
  116482. /**
  116483. * Helper class to render one or more effects
  116484. */
  116485. export class EffectRenderer {
  116486. private engine;
  116487. private static _DefaultOptions;
  116488. private _vertexBuffers;
  116489. private _indexBuffer;
  116490. private _ringBufferIndex;
  116491. private _ringScreenBuffer;
  116492. private _fullscreenViewport;
  116493. private _getNextFrameBuffer;
  116494. /**
  116495. * Creates an effect renderer
  116496. * @param engine the engine to use for rendering
  116497. * @param options defines the options of the effect renderer
  116498. */
  116499. constructor(engine: Engine, options?: IEffectRendererOptions);
  116500. /**
  116501. * Sets the current viewport in normalized coordinates 0-1
  116502. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  116503. */
  116504. setViewport(viewport?: Viewport): void;
  116505. /**
  116506. * Sets the current effect wrapper to use during draw.
  116507. * The effect needs to be ready before calling this api.
  116508. * This also sets the default full screen position attribute.
  116509. * @param effectWrapper Defines the effect to draw with
  116510. */
  116511. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  116512. /**
  116513. * Draws a full screen quad.
  116514. */
  116515. draw(): void;
  116516. /**
  116517. * renders one or more effects to a specified texture
  116518. * @param effectWrappers list of effects to renderer
  116519. * @param outputTexture texture to draw to, if null it will render to the screen
  116520. */
  116521. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  116522. /**
  116523. * Disposes of the effect renderer
  116524. */
  116525. dispose(): void;
  116526. }
  116527. /**
  116528. * Options to create an EffectWrapper
  116529. */
  116530. interface EffectWrapperCreationOptions {
  116531. /**
  116532. * Engine to use to create the effect
  116533. */
  116534. engine: Engine;
  116535. /**
  116536. * Fragment shader for the effect
  116537. */
  116538. fragmentShader: string;
  116539. /**
  116540. * Vertex shader for the effect
  116541. */
  116542. vertexShader: string;
  116543. /**
  116544. * Attributes to use in the shader
  116545. */
  116546. attributeNames?: Array<string>;
  116547. /**
  116548. * Uniforms to use in the shader
  116549. */
  116550. uniformNames?: Array<string>;
  116551. /**
  116552. * Texture sampler names to use in the shader
  116553. */
  116554. samplerNames?: Array<string>;
  116555. /**
  116556. * The friendly name of the effect displayed in Spector.
  116557. */
  116558. name?: string;
  116559. }
  116560. /**
  116561. * Wraps an effect to be used for rendering
  116562. */
  116563. export class EffectWrapper {
  116564. /**
  116565. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116566. */
  116567. onApplyObservable: Observable<{}>;
  116568. /**
  116569. * The underlying effect
  116570. */
  116571. effect: Effect;
  116572. /**
  116573. * Creates an effect to be renderer
  116574. * @param creationOptions options to create the effect
  116575. */
  116576. constructor(creationOptions: EffectWrapperCreationOptions);
  116577. /**
  116578. * Disposes of the effect wrapper
  116579. */
  116580. dispose(): void;
  116581. }
  116582. }
  116583. declare module BABYLON {
  116584. /**
  116585. * Helper class to push actions to a pool of workers.
  116586. */
  116587. export class WorkerPool implements IDisposable {
  116588. private _workerInfos;
  116589. private _pendingActions;
  116590. /**
  116591. * Constructor
  116592. * @param workers Array of workers to use for actions
  116593. */
  116594. constructor(workers: Array<Worker>);
  116595. /**
  116596. * Terminates all workers and clears any pending actions.
  116597. */
  116598. dispose(): void;
  116599. /**
  116600. * Pushes an action to the worker pool. If all the workers are active, the action will be
  116601. * pended until a worker has completed its action.
  116602. * @param action The action to perform. Call onComplete when the action is complete.
  116603. */
  116604. push(action: (worker: Worker, onComplete: () => void) => void): void;
  116605. private _execute;
  116606. }
  116607. }
  116608. declare module BABYLON {
  116609. /**
  116610. * Configuration for Draco compression
  116611. */
  116612. export interface IDracoCompressionConfiguration {
  116613. /**
  116614. * Configuration for the decoder.
  116615. */
  116616. decoder: {
  116617. /**
  116618. * The url to the WebAssembly module.
  116619. */
  116620. wasmUrl?: string;
  116621. /**
  116622. * The url to the WebAssembly binary.
  116623. */
  116624. wasmBinaryUrl?: string;
  116625. /**
  116626. * The url to the fallback JavaScript module.
  116627. */
  116628. fallbackUrl?: string;
  116629. };
  116630. }
  116631. /**
  116632. * Draco compression (https://google.github.io/draco/)
  116633. *
  116634. * This class wraps the Draco module.
  116635. *
  116636. * **Encoder**
  116637. *
  116638. * The encoder is not currently implemented.
  116639. *
  116640. * **Decoder**
  116641. *
  116642. * 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.
  116643. *
  116644. * To update the configuration, use the following code:
  116645. * ```javascript
  116646. * DracoCompression.Configuration = {
  116647. * decoder: {
  116648. * wasmUrl: "<url to the WebAssembly library>",
  116649. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  116650. * fallbackUrl: "<url to the fallback JavaScript library>",
  116651. * }
  116652. * };
  116653. * ```
  116654. *
  116655. * 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.
  116656. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  116657. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  116658. *
  116659. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  116660. * ```javascript
  116661. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  116662. * ```
  116663. *
  116664. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  116665. */
  116666. export class DracoCompression implements IDisposable {
  116667. private _workerPoolPromise?;
  116668. private _decoderModulePromise?;
  116669. /**
  116670. * The configuration. Defaults to the following urls:
  116671. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  116672. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  116673. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  116674. */
  116675. static Configuration: IDracoCompressionConfiguration;
  116676. /**
  116677. * Returns true if the decoder configuration is available.
  116678. */
  116679. static readonly DecoderAvailable: boolean;
  116680. /**
  116681. * Default number of workers to create when creating the draco compression object.
  116682. */
  116683. static DefaultNumWorkers: number;
  116684. private static GetDefaultNumWorkers;
  116685. private static _Default;
  116686. /**
  116687. * Default instance for the draco compression object.
  116688. */
  116689. static readonly Default: DracoCompression;
  116690. /**
  116691. * Constructor
  116692. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  116693. */
  116694. constructor(numWorkers?: number);
  116695. /**
  116696. * Stop all async operations and release resources.
  116697. */
  116698. dispose(): void;
  116699. /**
  116700. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  116701. * @returns a promise that resolves when ready
  116702. */
  116703. whenReadyAsync(): Promise<void>;
  116704. /**
  116705. * Decode Draco compressed mesh data to vertex data.
  116706. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  116707. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  116708. * @returns A promise that resolves with the decoded vertex data
  116709. */
  116710. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  116711. [kind: string]: number;
  116712. }): Promise<VertexData>;
  116713. }
  116714. }
  116715. declare module BABYLON {
  116716. /**
  116717. * Class for building Constructive Solid Geometry
  116718. */
  116719. export class CSG {
  116720. private polygons;
  116721. /**
  116722. * The world matrix
  116723. */
  116724. matrix: Matrix;
  116725. /**
  116726. * Stores the position
  116727. */
  116728. position: Vector3;
  116729. /**
  116730. * Stores the rotation
  116731. */
  116732. rotation: Vector3;
  116733. /**
  116734. * Stores the rotation quaternion
  116735. */
  116736. rotationQuaternion: Nullable<Quaternion>;
  116737. /**
  116738. * Stores the scaling vector
  116739. */
  116740. scaling: Vector3;
  116741. /**
  116742. * Convert the Mesh to CSG
  116743. * @param mesh The Mesh to convert to CSG
  116744. * @returns A new CSG from the Mesh
  116745. */
  116746. static FromMesh(mesh: Mesh): CSG;
  116747. /**
  116748. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  116749. * @param polygons Polygons used to construct a CSG solid
  116750. */
  116751. private static FromPolygons;
  116752. /**
  116753. * Clones, or makes a deep copy, of the CSG
  116754. * @returns A new CSG
  116755. */
  116756. clone(): CSG;
  116757. /**
  116758. * Unions this CSG with another CSG
  116759. * @param csg The CSG to union against this CSG
  116760. * @returns The unioned CSG
  116761. */
  116762. union(csg: CSG): CSG;
  116763. /**
  116764. * Unions this CSG with another CSG in place
  116765. * @param csg The CSG to union against this CSG
  116766. */
  116767. unionInPlace(csg: CSG): void;
  116768. /**
  116769. * Subtracts this CSG with another CSG
  116770. * @param csg The CSG to subtract against this CSG
  116771. * @returns A new CSG
  116772. */
  116773. subtract(csg: CSG): CSG;
  116774. /**
  116775. * Subtracts this CSG with another CSG in place
  116776. * @param csg The CSG to subtact against this CSG
  116777. */
  116778. subtractInPlace(csg: CSG): void;
  116779. /**
  116780. * Intersect this CSG with another CSG
  116781. * @param csg The CSG to intersect against this CSG
  116782. * @returns A new CSG
  116783. */
  116784. intersect(csg: CSG): CSG;
  116785. /**
  116786. * Intersects this CSG with another CSG in place
  116787. * @param csg The CSG to intersect against this CSG
  116788. */
  116789. intersectInPlace(csg: CSG): void;
  116790. /**
  116791. * Return a new CSG solid with solid and empty space switched. This solid is
  116792. * not modified.
  116793. * @returns A new CSG solid with solid and empty space switched
  116794. */
  116795. inverse(): CSG;
  116796. /**
  116797. * Inverses the CSG in place
  116798. */
  116799. inverseInPlace(): void;
  116800. /**
  116801. * This is used to keep meshes transformations so they can be restored
  116802. * when we build back a Babylon Mesh
  116803. * NB : All CSG operations are performed in world coordinates
  116804. * @param csg The CSG to copy the transform attributes from
  116805. * @returns This CSG
  116806. */
  116807. copyTransformAttributes(csg: CSG): CSG;
  116808. /**
  116809. * Build Raw mesh from CSG
  116810. * Coordinates here are in world space
  116811. * @param name The name of the mesh geometry
  116812. * @param scene The Scene
  116813. * @param keepSubMeshes Specifies if the submeshes should be kept
  116814. * @returns A new Mesh
  116815. */
  116816. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  116817. /**
  116818. * Build Mesh from CSG taking material and transforms into account
  116819. * @param name The name of the Mesh
  116820. * @param material The material of the Mesh
  116821. * @param scene The Scene
  116822. * @param keepSubMeshes Specifies if submeshes should be kept
  116823. * @returns The new Mesh
  116824. */
  116825. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  116826. }
  116827. }
  116828. declare module BABYLON {
  116829. /**
  116830. * Class used to create a trail following a mesh
  116831. */
  116832. export class TrailMesh extends Mesh {
  116833. private _generator;
  116834. private _autoStart;
  116835. private _running;
  116836. private _diameter;
  116837. private _length;
  116838. private _sectionPolygonPointsCount;
  116839. private _sectionVectors;
  116840. private _sectionNormalVectors;
  116841. private _beforeRenderObserver;
  116842. /**
  116843. * @constructor
  116844. * @param name The value used by scene.getMeshByName() to do a lookup.
  116845. * @param generator The mesh to generate a trail.
  116846. * @param scene The scene to add this mesh to.
  116847. * @param diameter Diameter of trailing mesh. Default is 1.
  116848. * @param length Length of trailing mesh. Default is 60.
  116849. * @param autoStart Automatically start trailing mesh. Default true.
  116850. */
  116851. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  116852. /**
  116853. * "TrailMesh"
  116854. * @returns "TrailMesh"
  116855. */
  116856. getClassName(): string;
  116857. private _createMesh;
  116858. /**
  116859. * Start trailing mesh.
  116860. */
  116861. start(): void;
  116862. /**
  116863. * Stop trailing mesh.
  116864. */
  116865. stop(): void;
  116866. /**
  116867. * Update trailing mesh geometry.
  116868. */
  116869. update(): void;
  116870. /**
  116871. * Returns a new TrailMesh object.
  116872. * @param name is a string, the name given to the new mesh
  116873. * @param newGenerator use new generator object for cloned trail mesh
  116874. * @returns a new mesh
  116875. */
  116876. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  116877. /**
  116878. * Serializes this trail mesh
  116879. * @param serializationObject object to write serialization to
  116880. */
  116881. serialize(serializationObject: any): void;
  116882. /**
  116883. * Parses a serialized trail mesh
  116884. * @param parsedMesh the serialized mesh
  116885. * @param scene the scene to create the trail mesh in
  116886. * @returns the created trail mesh
  116887. */
  116888. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  116889. }
  116890. }
  116891. declare module BABYLON {
  116892. /**
  116893. * Class containing static functions to help procedurally build meshes
  116894. */
  116895. export class TiledBoxBuilder {
  116896. /**
  116897. * Creates a box mesh
  116898. * 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)
  116899. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116900. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116901. * * 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
  116902. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116903. * @param name defines the name of the mesh
  116904. * @param options defines the options used to create the mesh
  116905. * @param scene defines the hosting scene
  116906. * @returns the box mesh
  116907. */
  116908. static CreateTiledBox(name: string, options: {
  116909. pattern?: number;
  116910. width?: number;
  116911. height?: number;
  116912. depth?: number;
  116913. tileSize?: number;
  116914. tileWidth?: number;
  116915. tileHeight?: number;
  116916. alignHorizontal?: number;
  116917. alignVertical?: number;
  116918. faceUV?: Vector4[];
  116919. faceColors?: Color4[];
  116920. sideOrientation?: number;
  116921. updatable?: boolean;
  116922. }, scene?: Nullable<Scene>): Mesh;
  116923. }
  116924. }
  116925. declare module BABYLON {
  116926. /**
  116927. * Class containing static functions to help procedurally build meshes
  116928. */
  116929. export class TorusKnotBuilder {
  116930. /**
  116931. * Creates a torus knot mesh
  116932. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  116933. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  116934. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  116935. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  116936. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116937. * * 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
  116938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116939. * @param name defines the name of the mesh
  116940. * @param options defines the options used to create the mesh
  116941. * @param scene defines the hosting scene
  116942. * @returns the torus knot mesh
  116943. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  116944. */
  116945. static CreateTorusKnot(name: string, options: {
  116946. radius?: number;
  116947. tube?: number;
  116948. radialSegments?: number;
  116949. tubularSegments?: number;
  116950. p?: number;
  116951. q?: number;
  116952. updatable?: boolean;
  116953. sideOrientation?: number;
  116954. frontUVs?: Vector4;
  116955. backUVs?: Vector4;
  116956. }, scene: any): Mesh;
  116957. }
  116958. }
  116959. declare module BABYLON {
  116960. /**
  116961. * Polygon
  116962. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  116963. */
  116964. export class Polygon {
  116965. /**
  116966. * Creates a rectangle
  116967. * @param xmin bottom X coord
  116968. * @param ymin bottom Y coord
  116969. * @param xmax top X coord
  116970. * @param ymax top Y coord
  116971. * @returns points that make the resulting rectation
  116972. */
  116973. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  116974. /**
  116975. * Creates a circle
  116976. * @param radius radius of circle
  116977. * @param cx scale in x
  116978. * @param cy scale in y
  116979. * @param numberOfSides number of sides that make up the circle
  116980. * @returns points that make the resulting circle
  116981. */
  116982. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  116983. /**
  116984. * Creates a polygon from input string
  116985. * @param input Input polygon data
  116986. * @returns the parsed points
  116987. */
  116988. static Parse(input: string): Vector2[];
  116989. /**
  116990. * Starts building a polygon from x and y coordinates
  116991. * @param x x coordinate
  116992. * @param y y coordinate
  116993. * @returns the started path2
  116994. */
  116995. static StartingAt(x: number, y: number): Path2;
  116996. }
  116997. /**
  116998. * Builds a polygon
  116999. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  117000. */
  117001. export class PolygonMeshBuilder {
  117002. private _points;
  117003. private _outlinepoints;
  117004. private _holes;
  117005. private _name;
  117006. private _scene;
  117007. private _epoints;
  117008. private _eholes;
  117009. private _addToepoint;
  117010. /**
  117011. * Babylon reference to the earcut plugin.
  117012. */
  117013. bjsEarcut: any;
  117014. /**
  117015. * Creates a PolygonMeshBuilder
  117016. * @param name name of the builder
  117017. * @param contours Path of the polygon
  117018. * @param scene scene to add to when creating the mesh
  117019. * @param earcutInjection can be used to inject your own earcut reference
  117020. */
  117021. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117022. /**
  117023. * Adds a whole within the polygon
  117024. * @param hole Array of points defining the hole
  117025. * @returns this
  117026. */
  117027. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117028. /**
  117029. * Creates the polygon
  117030. * @param updatable If the mesh should be updatable
  117031. * @param depth The depth of the mesh created
  117032. * @returns the created mesh
  117033. */
  117034. build(updatable?: boolean, depth?: number): Mesh;
  117035. /**
  117036. * Creates the polygon
  117037. * @param depth The depth of the mesh created
  117038. * @returns the created VertexData
  117039. */
  117040. buildVertexData(depth?: number): VertexData;
  117041. /**
  117042. * Adds a side to the polygon
  117043. * @param positions points that make the polygon
  117044. * @param normals normals of the polygon
  117045. * @param uvs uvs of the polygon
  117046. * @param indices indices of the polygon
  117047. * @param bounds bounds of the polygon
  117048. * @param points points of the polygon
  117049. * @param depth depth of the polygon
  117050. * @param flip flip of the polygon
  117051. */
  117052. private addSide;
  117053. }
  117054. }
  117055. declare module BABYLON {
  117056. /**
  117057. * Class containing static functions to help procedurally build meshes
  117058. */
  117059. export class PolygonBuilder {
  117060. /**
  117061. * Creates a polygon mesh
  117062. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117063. * * 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
  117064. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117066. * * 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)
  117067. * * Remember you can only change the shape positions, not their number when updating a polygon
  117068. * @param name defines the name of the mesh
  117069. * @param options defines the options used to create the mesh
  117070. * @param scene defines the hosting scene
  117071. * @param earcutInjection can be used to inject your own earcut reference
  117072. * @returns the polygon mesh
  117073. */
  117074. static CreatePolygon(name: string, options: {
  117075. shape: Vector3[];
  117076. holes?: Vector3[][];
  117077. depth?: number;
  117078. faceUV?: Vector4[];
  117079. faceColors?: Color4[];
  117080. updatable?: boolean;
  117081. sideOrientation?: number;
  117082. frontUVs?: Vector4;
  117083. backUVs?: Vector4;
  117084. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117085. /**
  117086. * Creates an extruded polygon mesh, with depth in the Y direction.
  117087. * * 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)
  117088. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117089. * @param name defines the name of the mesh
  117090. * @param options defines the options used to create the mesh
  117091. * @param scene defines the hosting scene
  117092. * @param earcutInjection can be used to inject your own earcut reference
  117093. * @returns the polygon mesh
  117094. */
  117095. static ExtrudePolygon(name: string, options: {
  117096. shape: Vector3[];
  117097. holes?: Vector3[][];
  117098. depth?: number;
  117099. faceUV?: Vector4[];
  117100. faceColors?: Color4[];
  117101. updatable?: boolean;
  117102. sideOrientation?: number;
  117103. frontUVs?: Vector4;
  117104. backUVs?: Vector4;
  117105. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117106. }
  117107. }
  117108. declare module BABYLON {
  117109. /**
  117110. * Class containing static functions to help procedurally build meshes
  117111. */
  117112. export class LatheBuilder {
  117113. /**
  117114. * Creates lathe mesh.
  117115. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117116. * * 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
  117117. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117118. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117119. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117120. * * 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
  117121. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117122. * * 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
  117123. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117124. * * 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
  117125. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117126. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117127. * @param name defines the name of the mesh
  117128. * @param options defines the options used to create the mesh
  117129. * @param scene defines the hosting scene
  117130. * @returns the lathe mesh
  117131. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117132. */
  117133. static CreateLathe(name: string, options: {
  117134. shape: Vector3[];
  117135. radius?: number;
  117136. tessellation?: number;
  117137. clip?: number;
  117138. arc?: number;
  117139. closed?: boolean;
  117140. updatable?: boolean;
  117141. sideOrientation?: number;
  117142. frontUVs?: Vector4;
  117143. backUVs?: Vector4;
  117144. cap?: number;
  117145. invertUV?: boolean;
  117146. }, scene?: Nullable<Scene>): Mesh;
  117147. }
  117148. }
  117149. declare module BABYLON {
  117150. /**
  117151. * Class containing static functions to help procedurally build meshes
  117152. */
  117153. export class TiledPlaneBuilder {
  117154. /**
  117155. * Creates a tiled plane mesh
  117156. * * The parameter `pattern` will, depending on value, do nothing or
  117157. * * * flip (reflect about central vertical) alternate tiles across and up
  117158. * * * flip every tile on alternate rows
  117159. * * * rotate (180 degs) alternate tiles across and up
  117160. * * * rotate every tile on alternate rows
  117161. * * * flip and rotate alternate tiles across and up
  117162. * * * flip and rotate every tile on alternate rows
  117163. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117164. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117165. * * 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
  117166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117167. * * 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)
  117168. * * 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)
  117169. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117170. * @param name defines the name of the mesh
  117171. * @param options defines the options used to create the mesh
  117172. * @param scene defines the hosting scene
  117173. * @returns the box mesh
  117174. */
  117175. static CreateTiledPlane(name: string, options: {
  117176. pattern?: number;
  117177. tileSize?: number;
  117178. tileWidth?: number;
  117179. tileHeight?: number;
  117180. size?: number;
  117181. width?: number;
  117182. height?: number;
  117183. alignHorizontal?: number;
  117184. alignVertical?: number;
  117185. sideOrientation?: number;
  117186. frontUVs?: Vector4;
  117187. backUVs?: Vector4;
  117188. updatable?: boolean;
  117189. }, scene?: Nullable<Scene>): Mesh;
  117190. }
  117191. }
  117192. declare module BABYLON {
  117193. /**
  117194. * Class containing static functions to help procedurally build meshes
  117195. */
  117196. export class TubeBuilder {
  117197. /**
  117198. * Creates a tube mesh.
  117199. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117200. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117201. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117202. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117203. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117204. * * 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)
  117205. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117206. * * 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
  117207. * * 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
  117208. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117209. * * 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
  117210. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117211. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117212. * @param name defines the name of the mesh
  117213. * @param options defines the options used to create the mesh
  117214. * @param scene defines the hosting scene
  117215. * @returns the tube mesh
  117216. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117217. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117218. */
  117219. static CreateTube(name: string, options: {
  117220. path: Vector3[];
  117221. radius?: number;
  117222. tessellation?: number;
  117223. radiusFunction?: {
  117224. (i: number, distance: number): number;
  117225. };
  117226. cap?: number;
  117227. arc?: number;
  117228. updatable?: boolean;
  117229. sideOrientation?: number;
  117230. frontUVs?: Vector4;
  117231. backUVs?: Vector4;
  117232. instance?: Mesh;
  117233. invertUV?: boolean;
  117234. }, scene?: Nullable<Scene>): Mesh;
  117235. }
  117236. }
  117237. declare module BABYLON {
  117238. /**
  117239. * Class containing static functions to help procedurally build meshes
  117240. */
  117241. export class IcoSphereBuilder {
  117242. /**
  117243. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117244. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117245. * * 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`)
  117246. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117247. * * 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
  117248. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117249. * * 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
  117250. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117251. * @param name defines the name of the mesh
  117252. * @param options defines the options used to create the mesh
  117253. * @param scene defines the hosting scene
  117254. * @returns the icosahedron mesh
  117255. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117256. */
  117257. static CreateIcoSphere(name: string, options: {
  117258. radius?: number;
  117259. radiusX?: number;
  117260. radiusY?: number;
  117261. radiusZ?: number;
  117262. flat?: boolean;
  117263. subdivisions?: number;
  117264. sideOrientation?: number;
  117265. frontUVs?: Vector4;
  117266. backUVs?: Vector4;
  117267. updatable?: boolean;
  117268. }, scene?: Nullable<Scene>): Mesh;
  117269. }
  117270. }
  117271. declare module BABYLON {
  117272. /**
  117273. * Class containing static functions to help procedurally build meshes
  117274. */
  117275. export class DecalBuilder {
  117276. /**
  117277. * Creates a decal mesh.
  117278. * 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
  117279. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117280. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117281. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117282. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117283. * @param name defines the name of the mesh
  117284. * @param sourceMesh defines the mesh where the decal must be applied
  117285. * @param options defines the options used to create the mesh
  117286. * @param scene defines the hosting scene
  117287. * @returns the decal mesh
  117288. * @see https://doc.babylonjs.com/how_to/decals
  117289. */
  117290. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117291. position?: Vector3;
  117292. normal?: Vector3;
  117293. size?: Vector3;
  117294. angle?: number;
  117295. }): Mesh;
  117296. }
  117297. }
  117298. declare module BABYLON {
  117299. /**
  117300. * Class containing static functions to help procedurally build meshes
  117301. */
  117302. export class MeshBuilder {
  117303. /**
  117304. * Creates a box mesh
  117305. * * The parameter `size` sets the size (float) of each box side (default 1)
  117306. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117307. * * 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)
  117308. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117309. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117310. * * 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
  117311. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117312. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117313. * @param name defines the name of the mesh
  117314. * @param options defines the options used to create the mesh
  117315. * @param scene defines the hosting scene
  117316. * @returns the box mesh
  117317. */
  117318. static CreateBox(name: string, options: {
  117319. size?: number;
  117320. width?: number;
  117321. height?: number;
  117322. depth?: number;
  117323. faceUV?: Vector4[];
  117324. faceColors?: Color4[];
  117325. sideOrientation?: number;
  117326. frontUVs?: Vector4;
  117327. backUVs?: Vector4;
  117328. updatable?: boolean;
  117329. }, scene?: Nullable<Scene>): Mesh;
  117330. /**
  117331. * Creates a tiled box mesh
  117332. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117334. * @param name defines the name of the mesh
  117335. * @param options defines the options used to create the mesh
  117336. * @param scene defines the hosting scene
  117337. * @returns the tiled box mesh
  117338. */
  117339. static CreateTiledBox(name: string, options: {
  117340. pattern?: number;
  117341. size?: number;
  117342. width?: number;
  117343. height?: number;
  117344. depth: number;
  117345. tileSize?: number;
  117346. tileWidth?: number;
  117347. tileHeight?: number;
  117348. faceUV?: Vector4[];
  117349. faceColors?: Color4[];
  117350. alignHorizontal?: number;
  117351. alignVertical?: number;
  117352. sideOrientation?: number;
  117353. updatable?: boolean;
  117354. }, scene?: Nullable<Scene>): Mesh;
  117355. /**
  117356. * Creates a sphere mesh
  117357. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117358. * * 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`)
  117359. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117360. * * 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
  117361. * * 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)
  117362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117363. * * 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
  117364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117365. * @param name defines the name of the mesh
  117366. * @param options defines the options used to create the mesh
  117367. * @param scene defines the hosting scene
  117368. * @returns the sphere mesh
  117369. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117370. */
  117371. static CreateSphere(name: string, options: {
  117372. segments?: number;
  117373. diameter?: number;
  117374. diameterX?: number;
  117375. diameterY?: number;
  117376. diameterZ?: number;
  117377. arc?: number;
  117378. slice?: number;
  117379. sideOrientation?: number;
  117380. frontUVs?: Vector4;
  117381. backUVs?: Vector4;
  117382. updatable?: boolean;
  117383. }, scene?: Nullable<Scene>): Mesh;
  117384. /**
  117385. * Creates a plane polygonal mesh. By default, this is a disc
  117386. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117387. * * 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
  117388. * * 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
  117389. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117390. * * 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
  117391. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117392. * @param name defines the name of the mesh
  117393. * @param options defines the options used to create the mesh
  117394. * @param scene defines the hosting scene
  117395. * @returns the plane polygonal mesh
  117396. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117397. */
  117398. static CreateDisc(name: string, options: {
  117399. radius?: number;
  117400. tessellation?: number;
  117401. arc?: number;
  117402. updatable?: boolean;
  117403. sideOrientation?: number;
  117404. frontUVs?: Vector4;
  117405. backUVs?: Vector4;
  117406. }, scene?: Nullable<Scene>): Mesh;
  117407. /**
  117408. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117409. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117410. * * 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`)
  117411. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117412. * * 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
  117413. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117414. * * 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
  117415. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117416. * @param name defines the name of the mesh
  117417. * @param options defines the options used to create the mesh
  117418. * @param scene defines the hosting scene
  117419. * @returns the icosahedron mesh
  117420. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117421. */
  117422. static CreateIcoSphere(name: string, options: {
  117423. radius?: number;
  117424. radiusX?: number;
  117425. radiusY?: number;
  117426. radiusZ?: number;
  117427. flat?: boolean;
  117428. subdivisions?: number;
  117429. sideOrientation?: number;
  117430. frontUVs?: Vector4;
  117431. backUVs?: Vector4;
  117432. updatable?: boolean;
  117433. }, scene?: Nullable<Scene>): Mesh;
  117434. /**
  117435. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117436. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117437. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117438. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117439. * * 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
  117440. * * 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
  117441. * * 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
  117442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117443. * * 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
  117444. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117445. * * 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
  117446. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117447. * * 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
  117448. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117450. * @param name defines the name of the mesh
  117451. * @param options defines the options used to create the mesh
  117452. * @param scene defines the hosting scene
  117453. * @returns the ribbon mesh
  117454. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117455. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117456. */
  117457. static CreateRibbon(name: string, options: {
  117458. pathArray: Vector3[][];
  117459. closeArray?: boolean;
  117460. closePath?: boolean;
  117461. offset?: number;
  117462. updatable?: boolean;
  117463. sideOrientation?: number;
  117464. frontUVs?: Vector4;
  117465. backUVs?: Vector4;
  117466. instance?: Mesh;
  117467. invertUV?: boolean;
  117468. uvs?: Vector2[];
  117469. colors?: Color4[];
  117470. }, scene?: Nullable<Scene>): Mesh;
  117471. /**
  117472. * Creates a cylinder or a cone mesh
  117473. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117474. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117475. * * 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.
  117476. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117477. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117478. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117479. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117480. * * 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).
  117481. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117482. * * 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).
  117483. * * 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
  117484. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117485. * * 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
  117486. * * 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.
  117487. * * If `enclose` is false, a ring surface is one element.
  117488. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117489. * * 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
  117490. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117491. * * 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
  117492. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117493. * @param name defines the name of the mesh
  117494. * @param options defines the options used to create the mesh
  117495. * @param scene defines the hosting scene
  117496. * @returns the cylinder mesh
  117497. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117498. */
  117499. static CreateCylinder(name: string, options: {
  117500. height?: number;
  117501. diameterTop?: number;
  117502. diameterBottom?: number;
  117503. diameter?: number;
  117504. tessellation?: number;
  117505. subdivisions?: number;
  117506. arc?: number;
  117507. faceColors?: Color4[];
  117508. faceUV?: Vector4[];
  117509. updatable?: boolean;
  117510. hasRings?: boolean;
  117511. enclose?: boolean;
  117512. cap?: number;
  117513. sideOrientation?: number;
  117514. frontUVs?: Vector4;
  117515. backUVs?: Vector4;
  117516. }, scene?: Nullable<Scene>): Mesh;
  117517. /**
  117518. * Creates a torus mesh
  117519. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117520. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117521. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117523. * * 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
  117524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117525. * @param name defines the name of the mesh
  117526. * @param options defines the options used to create the mesh
  117527. * @param scene defines the hosting scene
  117528. * @returns the torus mesh
  117529. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117530. */
  117531. static CreateTorus(name: string, options: {
  117532. diameter?: number;
  117533. thickness?: number;
  117534. tessellation?: number;
  117535. updatable?: boolean;
  117536. sideOrientation?: number;
  117537. frontUVs?: Vector4;
  117538. backUVs?: Vector4;
  117539. }, scene?: Nullable<Scene>): Mesh;
  117540. /**
  117541. * Creates a torus knot mesh
  117542. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117543. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117544. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117545. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117547. * * 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
  117548. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117549. * @param name defines the name of the mesh
  117550. * @param options defines the options used to create the mesh
  117551. * @param scene defines the hosting scene
  117552. * @returns the torus knot mesh
  117553. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117554. */
  117555. static CreateTorusKnot(name: string, options: {
  117556. radius?: number;
  117557. tube?: number;
  117558. radialSegments?: number;
  117559. tubularSegments?: number;
  117560. p?: number;
  117561. q?: number;
  117562. updatable?: boolean;
  117563. sideOrientation?: number;
  117564. frontUVs?: Vector4;
  117565. backUVs?: Vector4;
  117566. }, scene?: Nullable<Scene>): Mesh;
  117567. /**
  117568. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117569. * * 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
  117570. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117571. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117572. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117573. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117574. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117575. * * 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
  117576. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  117577. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117578. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  117579. * @param name defines the name of the new line system
  117580. * @param options defines the options used to create the line system
  117581. * @param scene defines the hosting scene
  117582. * @returns a new line system mesh
  117583. */
  117584. static CreateLineSystem(name: string, options: {
  117585. lines: Vector3[][];
  117586. updatable?: boolean;
  117587. instance?: Nullable<LinesMesh>;
  117588. colors?: Nullable<Color4[][]>;
  117589. useVertexAlpha?: boolean;
  117590. }, scene: Nullable<Scene>): LinesMesh;
  117591. /**
  117592. * Creates a line mesh
  117593. * 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
  117594. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117595. * * The parameter `points` is an array successive Vector3
  117596. * * 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
  117597. * * The optional parameter `colors` is an array of successive Color4, one per line point
  117598. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  117599. * * When updating an instance, remember that only point positions can change, not the number of points
  117600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117601. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  117602. * @param name defines the name of the new line system
  117603. * @param options defines the options used to create the line system
  117604. * @param scene defines the hosting scene
  117605. * @returns a new line mesh
  117606. */
  117607. static CreateLines(name: string, options: {
  117608. points: Vector3[];
  117609. updatable?: boolean;
  117610. instance?: Nullable<LinesMesh>;
  117611. colors?: Color4[];
  117612. useVertexAlpha?: boolean;
  117613. }, scene?: Nullable<Scene>): LinesMesh;
  117614. /**
  117615. * Creates a dashed line mesh
  117616. * * 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
  117617. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117618. * * The parameter `points` is an array successive Vector3
  117619. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  117620. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  117621. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  117622. * * 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
  117623. * * When updating an instance, remember that only point positions can change, not the number of points
  117624. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117625. * @param name defines the name of the mesh
  117626. * @param options defines the options used to create the mesh
  117627. * @param scene defines the hosting scene
  117628. * @returns the dashed line mesh
  117629. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  117630. */
  117631. static CreateDashedLines(name: string, options: {
  117632. points: Vector3[];
  117633. dashSize?: number;
  117634. gapSize?: number;
  117635. dashNb?: number;
  117636. updatable?: boolean;
  117637. instance?: LinesMesh;
  117638. }, scene?: Nullable<Scene>): LinesMesh;
  117639. /**
  117640. * 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.
  117641. * * 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.
  117642. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117643. * * 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.
  117644. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  117645. * * 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
  117646. * * 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
  117647. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  117648. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117649. * * 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
  117650. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  117651. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117652. * @param name defines the name of the mesh
  117653. * @param options defines the options used to create the mesh
  117654. * @param scene defines the hosting scene
  117655. * @returns the extruded shape mesh
  117656. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117657. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117658. */
  117659. static ExtrudeShape(name: string, options: {
  117660. shape: Vector3[];
  117661. path: Vector3[];
  117662. scale?: number;
  117663. rotation?: number;
  117664. cap?: number;
  117665. updatable?: boolean;
  117666. sideOrientation?: number;
  117667. frontUVs?: Vector4;
  117668. backUVs?: Vector4;
  117669. instance?: Mesh;
  117670. invertUV?: boolean;
  117671. }, scene?: Nullable<Scene>): Mesh;
  117672. /**
  117673. * Creates an custom extruded shape mesh.
  117674. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117675. * * 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.
  117676. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117677. * * 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
  117678. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  117679. * * 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
  117680. * * It must returns a float value that will be the scale value applied to the shape on each path point
  117681. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  117682. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  117683. * * 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
  117684. * * 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
  117685. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  117686. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117687. * * 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
  117688. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117689. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117690. * @param name defines the name of the mesh
  117691. * @param options defines the options used to create the mesh
  117692. * @param scene defines the hosting scene
  117693. * @returns the custom extruded shape mesh
  117694. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  117695. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117696. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117697. */
  117698. static ExtrudeShapeCustom(name: string, options: {
  117699. shape: Vector3[];
  117700. path: Vector3[];
  117701. scaleFunction?: any;
  117702. rotationFunction?: any;
  117703. ribbonCloseArray?: boolean;
  117704. ribbonClosePath?: boolean;
  117705. cap?: number;
  117706. updatable?: boolean;
  117707. sideOrientation?: number;
  117708. frontUVs?: Vector4;
  117709. backUVs?: Vector4;
  117710. instance?: Mesh;
  117711. invertUV?: boolean;
  117712. }, scene?: Nullable<Scene>): Mesh;
  117713. /**
  117714. * Creates lathe mesh.
  117715. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117716. * * 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
  117717. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117718. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117719. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117720. * * 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
  117721. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117722. * * 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
  117723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117724. * * 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
  117725. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117727. * @param name defines the name of the mesh
  117728. * @param options defines the options used to create the mesh
  117729. * @param scene defines the hosting scene
  117730. * @returns the lathe mesh
  117731. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117732. */
  117733. static CreateLathe(name: string, options: {
  117734. shape: Vector3[];
  117735. radius?: number;
  117736. tessellation?: number;
  117737. clip?: number;
  117738. arc?: number;
  117739. closed?: boolean;
  117740. updatable?: boolean;
  117741. sideOrientation?: number;
  117742. frontUVs?: Vector4;
  117743. backUVs?: Vector4;
  117744. cap?: number;
  117745. invertUV?: boolean;
  117746. }, scene?: Nullable<Scene>): Mesh;
  117747. /**
  117748. * Creates a tiled plane mesh
  117749. * * You can set a limited pattern arrangement with the tiles
  117750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117751. * * 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
  117752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117753. * @param name defines the name of the mesh
  117754. * @param options defines the options used to create the mesh
  117755. * @param scene defines the hosting scene
  117756. * @returns the plane mesh
  117757. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117758. */
  117759. static CreateTiledPlane(name: string, options: {
  117760. pattern?: number;
  117761. tileSize?: number;
  117762. tileWidth?: number;
  117763. tileHeight?: number;
  117764. size?: number;
  117765. width?: number;
  117766. height?: number;
  117767. alignHorizontal?: number;
  117768. alignVertical?: number;
  117769. sideOrientation?: number;
  117770. frontUVs?: Vector4;
  117771. backUVs?: Vector4;
  117772. updatable?: boolean;
  117773. }, scene?: Nullable<Scene>): Mesh;
  117774. /**
  117775. * Creates a plane mesh
  117776. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  117777. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  117778. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  117779. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117780. * * 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
  117781. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117782. * @param name defines the name of the mesh
  117783. * @param options defines the options used to create the mesh
  117784. * @param scene defines the hosting scene
  117785. * @returns the plane mesh
  117786. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117787. */
  117788. static CreatePlane(name: string, options: {
  117789. size?: number;
  117790. width?: number;
  117791. height?: number;
  117792. sideOrientation?: number;
  117793. frontUVs?: Vector4;
  117794. backUVs?: Vector4;
  117795. updatable?: boolean;
  117796. sourcePlane?: Plane;
  117797. }, scene?: Nullable<Scene>): Mesh;
  117798. /**
  117799. * Creates a ground mesh
  117800. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  117801. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  117802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117803. * @param name defines the name of the mesh
  117804. * @param options defines the options used to create the mesh
  117805. * @param scene defines the hosting scene
  117806. * @returns the ground mesh
  117807. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  117808. */
  117809. static CreateGround(name: string, options: {
  117810. width?: number;
  117811. height?: number;
  117812. subdivisions?: number;
  117813. subdivisionsX?: number;
  117814. subdivisionsY?: number;
  117815. updatable?: boolean;
  117816. }, scene?: Nullable<Scene>): Mesh;
  117817. /**
  117818. * Creates a tiled ground mesh
  117819. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  117820. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  117821. * * 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
  117822. * * 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
  117823. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117824. * @param name defines the name of the mesh
  117825. * @param options defines the options used to create the mesh
  117826. * @param scene defines the hosting scene
  117827. * @returns the tiled ground mesh
  117828. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  117829. */
  117830. static CreateTiledGround(name: string, options: {
  117831. xmin: number;
  117832. zmin: number;
  117833. xmax: number;
  117834. zmax: number;
  117835. subdivisions?: {
  117836. w: number;
  117837. h: number;
  117838. };
  117839. precision?: {
  117840. w: number;
  117841. h: number;
  117842. };
  117843. updatable?: boolean;
  117844. }, scene?: Nullable<Scene>): Mesh;
  117845. /**
  117846. * Creates a ground mesh from a height map
  117847. * * The parameter `url` sets the URL of the height map image resource.
  117848. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  117849. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  117850. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  117851. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  117852. * * 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.
  117853. * * 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).
  117854. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  117855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117856. * @param name defines the name of the mesh
  117857. * @param url defines the url to the height map
  117858. * @param options defines the options used to create the mesh
  117859. * @param scene defines the hosting scene
  117860. * @returns the ground mesh
  117861. * @see https://doc.babylonjs.com/babylon101/height_map
  117862. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  117863. */
  117864. static CreateGroundFromHeightMap(name: string, url: string, options: {
  117865. width?: number;
  117866. height?: number;
  117867. subdivisions?: number;
  117868. minHeight?: number;
  117869. maxHeight?: number;
  117870. colorFilter?: Color3;
  117871. alphaFilter?: number;
  117872. updatable?: boolean;
  117873. onReady?: (mesh: GroundMesh) => void;
  117874. }, scene?: Nullable<Scene>): GroundMesh;
  117875. /**
  117876. * Creates a polygon mesh
  117877. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117878. * * 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
  117879. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117880. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117881. * * 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)
  117882. * * Remember you can only change the shape positions, not their number when updating a polygon
  117883. * @param name defines the name of the mesh
  117884. * @param options defines the options used to create the mesh
  117885. * @param scene defines the hosting scene
  117886. * @param earcutInjection can be used to inject your own earcut reference
  117887. * @returns the polygon mesh
  117888. */
  117889. static CreatePolygon(name: string, options: {
  117890. shape: Vector3[];
  117891. holes?: Vector3[][];
  117892. depth?: number;
  117893. faceUV?: Vector4[];
  117894. faceColors?: Color4[];
  117895. updatable?: boolean;
  117896. sideOrientation?: number;
  117897. frontUVs?: Vector4;
  117898. backUVs?: Vector4;
  117899. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117900. /**
  117901. * Creates an extruded polygon mesh, with depth in the Y direction.
  117902. * * 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)
  117903. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117904. * @param name defines the name of the mesh
  117905. * @param options defines the options used to create the mesh
  117906. * @param scene defines the hosting scene
  117907. * @param earcutInjection can be used to inject your own earcut reference
  117908. * @returns the polygon mesh
  117909. */
  117910. static ExtrudePolygon(name: string, options: {
  117911. shape: Vector3[];
  117912. holes?: Vector3[][];
  117913. depth?: number;
  117914. faceUV?: Vector4[];
  117915. faceColors?: Color4[];
  117916. updatable?: boolean;
  117917. sideOrientation?: number;
  117918. frontUVs?: Vector4;
  117919. backUVs?: Vector4;
  117920. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117921. /**
  117922. * Creates a tube mesh.
  117923. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117924. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117925. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117926. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117927. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117928. * * 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)
  117929. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117930. * * 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
  117931. * * 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
  117932. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117933. * * 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
  117934. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117935. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117936. * @param name defines the name of the mesh
  117937. * @param options defines the options used to create the mesh
  117938. * @param scene defines the hosting scene
  117939. * @returns the tube mesh
  117940. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117941. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117942. */
  117943. static CreateTube(name: string, options: {
  117944. path: Vector3[];
  117945. radius?: number;
  117946. tessellation?: number;
  117947. radiusFunction?: {
  117948. (i: number, distance: number): number;
  117949. };
  117950. cap?: number;
  117951. arc?: number;
  117952. updatable?: boolean;
  117953. sideOrientation?: number;
  117954. frontUVs?: Vector4;
  117955. backUVs?: Vector4;
  117956. instance?: Mesh;
  117957. invertUV?: boolean;
  117958. }, scene?: Nullable<Scene>): Mesh;
  117959. /**
  117960. * Creates a polyhedron mesh
  117961. * * 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
  117962. * * The parameter `size` (positive float, default 1) sets the polygon size
  117963. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  117964. * * 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`
  117965. * * 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
  117966. * * 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)`)
  117967. * * 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
  117968. * * 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
  117969. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117970. * * 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
  117971. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117972. * @param name defines the name of the mesh
  117973. * @param options defines the options used to create the mesh
  117974. * @param scene defines the hosting scene
  117975. * @returns the polyhedron mesh
  117976. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  117977. */
  117978. static CreatePolyhedron(name: string, options: {
  117979. type?: number;
  117980. size?: number;
  117981. sizeX?: number;
  117982. sizeY?: number;
  117983. sizeZ?: number;
  117984. custom?: any;
  117985. faceUV?: Vector4[];
  117986. faceColors?: Color4[];
  117987. flat?: boolean;
  117988. updatable?: boolean;
  117989. sideOrientation?: number;
  117990. frontUVs?: Vector4;
  117991. backUVs?: Vector4;
  117992. }, scene?: Nullable<Scene>): Mesh;
  117993. /**
  117994. * Creates a decal mesh.
  117995. * 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
  117996. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117997. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117998. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117999. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118000. * @param name defines the name of the mesh
  118001. * @param sourceMesh defines the mesh where the decal must be applied
  118002. * @param options defines the options used to create the mesh
  118003. * @param scene defines the hosting scene
  118004. * @returns the decal mesh
  118005. * @see https://doc.babylonjs.com/how_to/decals
  118006. */
  118007. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118008. position?: Vector3;
  118009. normal?: Vector3;
  118010. size?: Vector3;
  118011. angle?: number;
  118012. }): Mesh;
  118013. }
  118014. }
  118015. declare module BABYLON {
  118016. /**
  118017. * A simplifier interface for future simplification implementations
  118018. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118019. */
  118020. export interface ISimplifier {
  118021. /**
  118022. * Simplification of a given mesh according to the given settings.
  118023. * Since this requires computation, it is assumed that the function runs async.
  118024. * @param settings The settings of the simplification, including quality and distance
  118025. * @param successCallback A callback that will be called after the mesh was simplified.
  118026. * @param errorCallback in case of an error, this callback will be called. optional.
  118027. */
  118028. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118029. }
  118030. /**
  118031. * Expected simplification settings.
  118032. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118033. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118034. */
  118035. export interface ISimplificationSettings {
  118036. /**
  118037. * Gets or sets the expected quality
  118038. */
  118039. quality: number;
  118040. /**
  118041. * Gets or sets the distance when this optimized version should be used
  118042. */
  118043. distance: number;
  118044. /**
  118045. * Gets an already optimized mesh
  118046. */
  118047. optimizeMesh?: boolean;
  118048. }
  118049. /**
  118050. * Class used to specify simplification options
  118051. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118052. */
  118053. export class SimplificationSettings implements ISimplificationSettings {
  118054. /** expected quality */
  118055. quality: number;
  118056. /** distance when this optimized version should be used */
  118057. distance: number;
  118058. /** already optimized mesh */
  118059. optimizeMesh?: boolean | undefined;
  118060. /**
  118061. * Creates a SimplificationSettings
  118062. * @param quality expected quality
  118063. * @param distance distance when this optimized version should be used
  118064. * @param optimizeMesh already optimized mesh
  118065. */
  118066. constructor(
  118067. /** expected quality */
  118068. quality: number,
  118069. /** distance when this optimized version should be used */
  118070. distance: number,
  118071. /** already optimized mesh */
  118072. optimizeMesh?: boolean | undefined);
  118073. }
  118074. /**
  118075. * Interface used to define a simplification task
  118076. */
  118077. export interface ISimplificationTask {
  118078. /**
  118079. * Array of settings
  118080. */
  118081. settings: Array<ISimplificationSettings>;
  118082. /**
  118083. * Simplification type
  118084. */
  118085. simplificationType: SimplificationType;
  118086. /**
  118087. * Mesh to simplify
  118088. */
  118089. mesh: Mesh;
  118090. /**
  118091. * Callback called on success
  118092. */
  118093. successCallback?: () => void;
  118094. /**
  118095. * Defines if parallel processing can be used
  118096. */
  118097. parallelProcessing: boolean;
  118098. }
  118099. /**
  118100. * Queue used to order the simplification tasks
  118101. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118102. */
  118103. export class SimplificationQueue {
  118104. private _simplificationArray;
  118105. /**
  118106. * Gets a boolean indicating that the process is still running
  118107. */
  118108. running: boolean;
  118109. /**
  118110. * Creates a new queue
  118111. */
  118112. constructor();
  118113. /**
  118114. * Adds a new simplification task
  118115. * @param task defines a task to add
  118116. */
  118117. addTask(task: ISimplificationTask): void;
  118118. /**
  118119. * Execute next task
  118120. */
  118121. executeNext(): void;
  118122. /**
  118123. * Execute a simplification task
  118124. * @param task defines the task to run
  118125. */
  118126. runSimplification(task: ISimplificationTask): void;
  118127. private getSimplifier;
  118128. }
  118129. /**
  118130. * The implemented types of simplification
  118131. * At the moment only Quadratic Error Decimation is implemented
  118132. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118133. */
  118134. export enum SimplificationType {
  118135. /** Quadratic error decimation */
  118136. QUADRATIC = 0
  118137. }
  118138. }
  118139. declare module BABYLON {
  118140. interface Scene {
  118141. /** @hidden (Backing field) */
  118142. _simplificationQueue: SimplificationQueue;
  118143. /**
  118144. * Gets or sets the simplification queue attached to the scene
  118145. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118146. */
  118147. simplificationQueue: SimplificationQueue;
  118148. }
  118149. interface Mesh {
  118150. /**
  118151. * Simplify the mesh according to the given array of settings.
  118152. * Function will return immediately and will simplify async
  118153. * @param settings a collection of simplification settings
  118154. * @param parallelProcessing should all levels calculate parallel or one after the other
  118155. * @param simplificationType the type of simplification to run
  118156. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118157. * @returns the current mesh
  118158. */
  118159. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118160. }
  118161. /**
  118162. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118163. * created in a scene
  118164. */
  118165. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118166. /**
  118167. * The component name helpfull to identify the component in the list of scene components.
  118168. */
  118169. readonly name: string;
  118170. /**
  118171. * The scene the component belongs to.
  118172. */
  118173. scene: Scene;
  118174. /**
  118175. * Creates a new instance of the component for the given scene
  118176. * @param scene Defines the scene to register the component in
  118177. */
  118178. constructor(scene: Scene);
  118179. /**
  118180. * Registers the component in a given scene
  118181. */
  118182. register(): void;
  118183. /**
  118184. * Rebuilds the elements related to this component in case of
  118185. * context lost for instance.
  118186. */
  118187. rebuild(): void;
  118188. /**
  118189. * Disposes the component and the associated ressources
  118190. */
  118191. dispose(): void;
  118192. private _beforeCameraUpdate;
  118193. }
  118194. }
  118195. declare module BABYLON {
  118196. /**
  118197. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118198. */
  118199. export interface INavigationEnginePlugin {
  118200. /**
  118201. * plugin name
  118202. */
  118203. name: string;
  118204. /**
  118205. * Creates a navigation mesh
  118206. * @param meshes array of all the geometry used to compute the navigatio mesh
  118207. * @param parameters bunch of parameters used to filter geometry
  118208. */
  118209. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118210. /**
  118211. * Create a navigation mesh debug mesh
  118212. * @param scene is where the mesh will be added
  118213. * @returns debug display mesh
  118214. */
  118215. createDebugNavMesh(scene: Scene): Mesh;
  118216. /**
  118217. * Get a navigation mesh constrained position, closest to the parameter position
  118218. * @param position world position
  118219. * @returns the closest point to position constrained by the navigation mesh
  118220. */
  118221. getClosestPoint(position: Vector3): Vector3;
  118222. /**
  118223. * Get a navigation mesh constrained position, within a particular radius
  118224. * @param position world position
  118225. * @param maxRadius the maximum distance to the constrained world position
  118226. * @returns the closest point to position constrained by the navigation mesh
  118227. */
  118228. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118229. /**
  118230. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118231. * @param start world position
  118232. * @param end world position
  118233. * @returns array containing world position composing the path
  118234. */
  118235. computePath(start: Vector3, end: Vector3): Vector3[];
  118236. /**
  118237. * If this plugin is supported
  118238. * @returns true if plugin is supported
  118239. */
  118240. isSupported(): boolean;
  118241. /**
  118242. * Create a new Crowd so you can add agents
  118243. * @param maxAgents the maximum agent count in the crowd
  118244. * @param maxAgentRadius the maximum radius an agent can have
  118245. * @param scene to attach the crowd to
  118246. * @returns the crowd you can add agents to
  118247. */
  118248. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118249. /**
  118250. * Release all resources
  118251. */
  118252. dispose(): void;
  118253. }
  118254. /**
  118255. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118256. */
  118257. export interface ICrowd {
  118258. /**
  118259. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118260. * You can attach anything to that node. The node position is updated in the scene update tick.
  118261. * @param pos world position that will be constrained by the navigation mesh
  118262. * @param parameters agent parameters
  118263. * @param transform hooked to the agent that will be update by the scene
  118264. * @returns agent index
  118265. */
  118266. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118267. /**
  118268. * Returns the agent position in world space
  118269. * @param index agent index returned by addAgent
  118270. * @returns world space position
  118271. */
  118272. getAgentPosition(index: number): Vector3;
  118273. /**
  118274. * Gets the agent velocity in world space
  118275. * @param index agent index returned by addAgent
  118276. * @returns world space velocity
  118277. */
  118278. getAgentVelocity(index: number): Vector3;
  118279. /**
  118280. * remove a particular agent previously created
  118281. * @param index agent index returned by addAgent
  118282. */
  118283. removeAgent(index: number): void;
  118284. /**
  118285. * get the list of all agents attached to this crowd
  118286. * @returns list of agent indices
  118287. */
  118288. getAgents(): number[];
  118289. /**
  118290. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118291. * @param deltaTime in seconds
  118292. */
  118293. update(deltaTime: number): void;
  118294. /**
  118295. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118296. * @param index agent index returned by addAgent
  118297. * @param destination targeted world position
  118298. */
  118299. agentGoto(index: number, destination: Vector3): void;
  118300. /**
  118301. * Release all resources
  118302. */
  118303. dispose(): void;
  118304. }
  118305. /**
  118306. * Configures an agent
  118307. */
  118308. export interface IAgentParameters {
  118309. /**
  118310. * Agent radius. [Limit: >= 0]
  118311. */
  118312. radius: number;
  118313. /**
  118314. * Agent height. [Limit: > 0]
  118315. */
  118316. height: number;
  118317. /**
  118318. * Maximum allowed acceleration. [Limit: >= 0]
  118319. */
  118320. maxAcceleration: number;
  118321. /**
  118322. * Maximum allowed speed. [Limit: >= 0]
  118323. */
  118324. maxSpeed: number;
  118325. /**
  118326. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118327. */
  118328. collisionQueryRange: number;
  118329. /**
  118330. * The path visibility optimization range. [Limit: > 0]
  118331. */
  118332. pathOptimizationRange: number;
  118333. /**
  118334. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118335. */
  118336. separationWeight: number;
  118337. }
  118338. /**
  118339. * Configures the navigation mesh creation
  118340. */
  118341. export interface INavMeshParameters {
  118342. /**
  118343. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118344. */
  118345. cs: number;
  118346. /**
  118347. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118348. */
  118349. ch: number;
  118350. /**
  118351. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118352. */
  118353. walkableSlopeAngle: number;
  118354. /**
  118355. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118356. * be considered walkable. [Limit: >= 3] [Units: vx]
  118357. */
  118358. walkableHeight: number;
  118359. /**
  118360. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118361. */
  118362. walkableClimb: number;
  118363. /**
  118364. * The distance to erode/shrink the walkable area of the heightfield away from
  118365. * obstructions. [Limit: >=0] [Units: vx]
  118366. */
  118367. walkableRadius: number;
  118368. /**
  118369. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118370. */
  118371. maxEdgeLen: number;
  118372. /**
  118373. * The maximum distance a simplfied contour's border edges should deviate
  118374. * the original raw contour. [Limit: >=0] [Units: vx]
  118375. */
  118376. maxSimplificationError: number;
  118377. /**
  118378. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118379. */
  118380. minRegionArea: number;
  118381. /**
  118382. * Any regions with a span count smaller than this value will, if possible,
  118383. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118384. */
  118385. mergeRegionArea: number;
  118386. /**
  118387. * The maximum number of vertices allowed for polygons generated during the
  118388. * contour to polygon conversion process. [Limit: >= 3]
  118389. */
  118390. maxVertsPerPoly: number;
  118391. /**
  118392. * Sets the sampling distance to use when generating the detail mesh.
  118393. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118394. */
  118395. detailSampleDist: number;
  118396. /**
  118397. * The maximum distance the detail mesh surface should deviate from heightfield
  118398. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118399. */
  118400. detailSampleMaxError: number;
  118401. }
  118402. }
  118403. declare module BABYLON {
  118404. /**
  118405. * RecastJS navigation plugin
  118406. */
  118407. export class RecastJSPlugin implements INavigationEnginePlugin {
  118408. /**
  118409. * Reference to the Recast library
  118410. */
  118411. bjsRECAST: any;
  118412. /**
  118413. * plugin name
  118414. */
  118415. name: string;
  118416. /**
  118417. * the first navmesh created. We might extend this to support multiple navmeshes
  118418. */
  118419. navMesh: any;
  118420. /**
  118421. * Initializes the recastJS plugin
  118422. * @param recastInjection can be used to inject your own recast reference
  118423. */
  118424. constructor(recastInjection?: any);
  118425. /**
  118426. * Creates a navigation mesh
  118427. * @param meshes array of all the geometry used to compute the navigatio mesh
  118428. * @param parameters bunch of parameters used to filter geometry
  118429. */
  118430. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118431. /**
  118432. * Create a navigation mesh debug mesh
  118433. * @param scene is where the mesh will be added
  118434. * @returns debug display mesh
  118435. */
  118436. createDebugNavMesh(scene: Scene): Mesh;
  118437. /**
  118438. * Get a navigation mesh constrained position, closest to the parameter position
  118439. * @param position world position
  118440. * @returns the closest point to position constrained by the navigation mesh
  118441. */
  118442. getClosestPoint(position: Vector3): Vector3;
  118443. /**
  118444. * Get a navigation mesh constrained position, within a particular radius
  118445. * @param position world position
  118446. * @param maxRadius the maximum distance to the constrained world position
  118447. * @returns the closest point to position constrained by the navigation mesh
  118448. */
  118449. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118450. /**
  118451. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118452. * @param start world position
  118453. * @param end world position
  118454. * @returns array containing world position composing the path
  118455. */
  118456. computePath(start: Vector3, end: Vector3): Vector3[];
  118457. /**
  118458. * Create a new Crowd so you can add agents
  118459. * @param maxAgents the maximum agent count in the crowd
  118460. * @param maxAgentRadius the maximum radius an agent can have
  118461. * @param scene to attach the crowd to
  118462. * @returns the crowd you can add agents to
  118463. */
  118464. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118465. /**
  118466. * Disposes
  118467. */
  118468. dispose(): void;
  118469. /**
  118470. * If this plugin is supported
  118471. * @returns true if plugin is supported
  118472. */
  118473. isSupported(): boolean;
  118474. }
  118475. /**
  118476. * Recast detour crowd implementation
  118477. */
  118478. export class RecastJSCrowd implements ICrowd {
  118479. /**
  118480. * Recast/detour plugin
  118481. */
  118482. bjsRECASTPlugin: RecastJSPlugin;
  118483. /**
  118484. * Link to the detour crowd
  118485. */
  118486. recastCrowd: any;
  118487. /**
  118488. * One transform per agent
  118489. */
  118490. transforms: TransformNode[];
  118491. /**
  118492. * All agents created
  118493. */
  118494. agents: number[];
  118495. /**
  118496. * Link to the scene is kept to unregister the crowd from the scene
  118497. */
  118498. private _scene;
  118499. /**
  118500. * Observer for crowd updates
  118501. */
  118502. private _onBeforeAnimationsObserver;
  118503. /**
  118504. * Constructor
  118505. * @param plugin recastJS plugin
  118506. * @param maxAgents the maximum agent count in the crowd
  118507. * @param maxAgentRadius the maximum radius an agent can have
  118508. * @param scene to attach the crowd to
  118509. * @returns the crowd you can add agents to
  118510. */
  118511. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  118512. /**
  118513. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118514. * You can attach anything to that node. The node position is updated in the scene update tick.
  118515. * @param pos world position that will be constrained by the navigation mesh
  118516. * @param parameters agent parameters
  118517. * @param transform hooked to the agent that will be update by the scene
  118518. * @returns agent index
  118519. */
  118520. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118521. /**
  118522. * Returns the agent position in world space
  118523. * @param index agent index returned by addAgent
  118524. * @returns world space position
  118525. */
  118526. getAgentPosition(index: number): Vector3;
  118527. /**
  118528. * Returns the agent velocity in world space
  118529. * @param index agent index returned by addAgent
  118530. * @returns world space velocity
  118531. */
  118532. getAgentVelocity(index: number): Vector3;
  118533. /**
  118534. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118535. * @param index agent index returned by addAgent
  118536. * @param destination targeted world position
  118537. */
  118538. agentGoto(index: number, destination: Vector3): void;
  118539. /**
  118540. * remove a particular agent previously created
  118541. * @param index agent index returned by addAgent
  118542. */
  118543. removeAgent(index: number): void;
  118544. /**
  118545. * get the list of all agents attached to this crowd
  118546. * @returns list of agent indices
  118547. */
  118548. getAgents(): number[];
  118549. /**
  118550. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118551. * @param deltaTime in seconds
  118552. */
  118553. update(deltaTime: number): void;
  118554. /**
  118555. * Release all resources
  118556. */
  118557. dispose(): void;
  118558. }
  118559. }
  118560. declare module BABYLON {
  118561. /**
  118562. * Class used to enable access to IndexedDB
  118563. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  118564. */
  118565. export class Database implements IOfflineProvider {
  118566. private _callbackManifestChecked;
  118567. private _currentSceneUrl;
  118568. private _db;
  118569. private _enableSceneOffline;
  118570. private _enableTexturesOffline;
  118571. private _manifestVersionFound;
  118572. private _mustUpdateRessources;
  118573. private _hasReachedQuota;
  118574. private _isSupported;
  118575. private _idbFactory;
  118576. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  118577. private static IsUASupportingBlobStorage;
  118578. /**
  118579. * Gets a boolean indicating if Database storate is enabled (off by default)
  118580. */
  118581. static IDBStorageEnabled: boolean;
  118582. /**
  118583. * Gets a boolean indicating if scene must be saved in the database
  118584. */
  118585. readonly enableSceneOffline: boolean;
  118586. /**
  118587. * Gets a boolean indicating if textures must be saved in the database
  118588. */
  118589. readonly enableTexturesOffline: boolean;
  118590. /**
  118591. * Creates a new Database
  118592. * @param urlToScene defines the url to load the scene
  118593. * @param callbackManifestChecked defines the callback to use when manifest is checked
  118594. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  118595. */
  118596. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  118597. private static _ParseURL;
  118598. private static _ReturnFullUrlLocation;
  118599. private _checkManifestFile;
  118600. /**
  118601. * Open the database and make it available
  118602. * @param successCallback defines the callback to call on success
  118603. * @param errorCallback defines the callback to call on error
  118604. */
  118605. open(successCallback: () => void, errorCallback: () => void): void;
  118606. /**
  118607. * Loads an image from the database
  118608. * @param url defines the url to load from
  118609. * @param image defines the target DOM image
  118610. */
  118611. loadImage(url: string, image: HTMLImageElement): void;
  118612. private _loadImageFromDBAsync;
  118613. private _saveImageIntoDBAsync;
  118614. private _checkVersionFromDB;
  118615. private _loadVersionFromDBAsync;
  118616. private _saveVersionIntoDBAsync;
  118617. /**
  118618. * Loads a file from database
  118619. * @param url defines the URL to load from
  118620. * @param sceneLoaded defines a callback to call on success
  118621. * @param progressCallBack defines a callback to call when progress changed
  118622. * @param errorCallback defines a callback to call on error
  118623. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  118624. */
  118625. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  118626. private _loadFileAsync;
  118627. private _saveFileAsync;
  118628. /**
  118629. * Validates if xhr data is correct
  118630. * @param xhr defines the request to validate
  118631. * @param dataType defines the expected data type
  118632. * @returns true if data is correct
  118633. */
  118634. private static _ValidateXHRData;
  118635. }
  118636. }
  118637. declare module BABYLON {
  118638. /** @hidden */
  118639. export var gpuUpdateParticlesPixelShader: {
  118640. name: string;
  118641. shader: string;
  118642. };
  118643. }
  118644. declare module BABYLON {
  118645. /** @hidden */
  118646. export var gpuUpdateParticlesVertexShader: {
  118647. name: string;
  118648. shader: string;
  118649. };
  118650. }
  118651. declare module BABYLON {
  118652. /** @hidden */
  118653. export var clipPlaneFragmentDeclaration2: {
  118654. name: string;
  118655. shader: string;
  118656. };
  118657. }
  118658. declare module BABYLON {
  118659. /** @hidden */
  118660. export var gpuRenderParticlesPixelShader: {
  118661. name: string;
  118662. shader: string;
  118663. };
  118664. }
  118665. declare module BABYLON {
  118666. /** @hidden */
  118667. export var clipPlaneVertexDeclaration2: {
  118668. name: string;
  118669. shader: string;
  118670. };
  118671. }
  118672. declare module BABYLON {
  118673. /** @hidden */
  118674. export var gpuRenderParticlesVertexShader: {
  118675. name: string;
  118676. shader: string;
  118677. };
  118678. }
  118679. declare module BABYLON {
  118680. /**
  118681. * This represents a GPU particle system in Babylon
  118682. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  118683. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  118684. */
  118685. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  118686. /**
  118687. * The layer mask we are rendering the particles through.
  118688. */
  118689. layerMask: number;
  118690. private _capacity;
  118691. private _activeCount;
  118692. private _currentActiveCount;
  118693. private _accumulatedCount;
  118694. private _renderEffect;
  118695. private _updateEffect;
  118696. private _buffer0;
  118697. private _buffer1;
  118698. private _spriteBuffer;
  118699. private _updateVAO;
  118700. private _renderVAO;
  118701. private _targetIndex;
  118702. private _sourceBuffer;
  118703. private _targetBuffer;
  118704. private _engine;
  118705. private _currentRenderId;
  118706. private _started;
  118707. private _stopped;
  118708. private _timeDelta;
  118709. private _randomTexture;
  118710. private _randomTexture2;
  118711. private _attributesStrideSize;
  118712. private _updateEffectOptions;
  118713. private _randomTextureSize;
  118714. private _actualFrame;
  118715. private readonly _rawTextureWidth;
  118716. /**
  118717. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  118718. */
  118719. static readonly IsSupported: boolean;
  118720. /**
  118721. * An event triggered when the system is disposed.
  118722. */
  118723. onDisposeObservable: Observable<GPUParticleSystem>;
  118724. /**
  118725. * Gets the maximum number of particles active at the same time.
  118726. * @returns The max number of active particles.
  118727. */
  118728. getCapacity(): number;
  118729. /**
  118730. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  118731. * to override the particles.
  118732. */
  118733. forceDepthWrite: boolean;
  118734. /**
  118735. * Gets or set the number of active particles
  118736. */
  118737. activeParticleCount: number;
  118738. private _preWarmDone;
  118739. /**
  118740. * Is this system ready to be used/rendered
  118741. * @return true if the system is ready
  118742. */
  118743. isReady(): boolean;
  118744. /**
  118745. * Gets if the system has been started. (Note: this will still be true after stop is called)
  118746. * @returns True if it has been started, otherwise false.
  118747. */
  118748. isStarted(): boolean;
  118749. /**
  118750. * Starts the particle system and begins to emit
  118751. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  118752. */
  118753. start(delay?: number): void;
  118754. /**
  118755. * Stops the particle system.
  118756. */
  118757. stop(): void;
  118758. /**
  118759. * Remove all active particles
  118760. */
  118761. reset(): void;
  118762. /**
  118763. * Returns the string "GPUParticleSystem"
  118764. * @returns a string containing the class name
  118765. */
  118766. getClassName(): string;
  118767. private _colorGradientsTexture;
  118768. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  118769. /**
  118770. * Adds a new color gradient
  118771. * @param gradient defines the gradient to use (between 0 and 1)
  118772. * @param color1 defines the color to affect to the specified gradient
  118773. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  118774. * @returns the current particle system
  118775. */
  118776. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  118777. /**
  118778. * Remove a specific color gradient
  118779. * @param gradient defines the gradient to remove
  118780. * @returns the current particle system
  118781. */
  118782. removeColorGradient(gradient: number): GPUParticleSystem;
  118783. private _angularSpeedGradientsTexture;
  118784. private _sizeGradientsTexture;
  118785. private _velocityGradientsTexture;
  118786. private _limitVelocityGradientsTexture;
  118787. private _dragGradientsTexture;
  118788. private _addFactorGradient;
  118789. /**
  118790. * Adds a new size gradient
  118791. * @param gradient defines the gradient to use (between 0 and 1)
  118792. * @param factor defines the size factor to affect to the specified gradient
  118793. * @returns the current particle system
  118794. */
  118795. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  118796. /**
  118797. * Remove a specific size gradient
  118798. * @param gradient defines the gradient to remove
  118799. * @returns the current particle system
  118800. */
  118801. removeSizeGradient(gradient: number): GPUParticleSystem;
  118802. /**
  118803. * Adds a new angular speed gradient
  118804. * @param gradient defines the gradient to use (between 0 and 1)
  118805. * @param factor defines the angular speed to affect to the specified gradient
  118806. * @returns the current particle system
  118807. */
  118808. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  118809. /**
  118810. * Remove a specific angular speed gradient
  118811. * @param gradient defines the gradient to remove
  118812. * @returns the current particle system
  118813. */
  118814. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  118815. /**
  118816. * Adds a new velocity gradient
  118817. * @param gradient defines the gradient to use (between 0 and 1)
  118818. * @param factor defines the velocity to affect to the specified gradient
  118819. * @returns the current particle system
  118820. */
  118821. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118822. /**
  118823. * Remove a specific velocity gradient
  118824. * @param gradient defines the gradient to remove
  118825. * @returns the current particle system
  118826. */
  118827. removeVelocityGradient(gradient: number): GPUParticleSystem;
  118828. /**
  118829. * Adds a new limit velocity gradient
  118830. * @param gradient defines the gradient to use (between 0 and 1)
  118831. * @param factor defines the limit velocity value to affect to the specified gradient
  118832. * @returns the current particle system
  118833. */
  118834. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118835. /**
  118836. * Remove a specific limit velocity gradient
  118837. * @param gradient defines the gradient to remove
  118838. * @returns the current particle system
  118839. */
  118840. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  118841. /**
  118842. * Adds a new drag gradient
  118843. * @param gradient defines the gradient to use (between 0 and 1)
  118844. * @param factor defines the drag value to affect to the specified gradient
  118845. * @returns the current particle system
  118846. */
  118847. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  118848. /**
  118849. * Remove a specific drag gradient
  118850. * @param gradient defines the gradient to remove
  118851. * @returns the current particle system
  118852. */
  118853. removeDragGradient(gradient: number): GPUParticleSystem;
  118854. /**
  118855. * Not supported by GPUParticleSystem
  118856. * @param gradient defines the gradient to use (between 0 and 1)
  118857. * @param factor defines the emit rate value to affect to the specified gradient
  118858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118859. * @returns the current particle system
  118860. */
  118861. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118862. /**
  118863. * Not supported by GPUParticleSystem
  118864. * @param gradient defines the gradient to remove
  118865. * @returns the current particle system
  118866. */
  118867. removeEmitRateGradient(gradient: number): IParticleSystem;
  118868. /**
  118869. * Not supported by GPUParticleSystem
  118870. * @param gradient defines the gradient to use (between 0 and 1)
  118871. * @param factor defines the start size value to affect to the specified gradient
  118872. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118873. * @returns the current particle system
  118874. */
  118875. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118876. /**
  118877. * Not supported by GPUParticleSystem
  118878. * @param gradient defines the gradient to remove
  118879. * @returns the current particle system
  118880. */
  118881. removeStartSizeGradient(gradient: number): IParticleSystem;
  118882. /**
  118883. * Not supported by GPUParticleSystem
  118884. * @param gradient defines the gradient to use (between 0 and 1)
  118885. * @param min defines the color remap minimal range
  118886. * @param max defines the color remap maximal range
  118887. * @returns the current particle system
  118888. */
  118889. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118890. /**
  118891. * Not supported by GPUParticleSystem
  118892. * @param gradient defines the gradient to remove
  118893. * @returns the current particle system
  118894. */
  118895. removeColorRemapGradient(): IParticleSystem;
  118896. /**
  118897. * Not supported by GPUParticleSystem
  118898. * @param gradient defines the gradient to use (between 0 and 1)
  118899. * @param min defines the alpha remap minimal range
  118900. * @param max defines the alpha remap maximal range
  118901. * @returns the current particle system
  118902. */
  118903. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118904. /**
  118905. * Not supported by GPUParticleSystem
  118906. * @param gradient defines the gradient to remove
  118907. * @returns the current particle system
  118908. */
  118909. removeAlphaRemapGradient(): IParticleSystem;
  118910. /**
  118911. * Not supported by GPUParticleSystem
  118912. * @param gradient defines the gradient to use (between 0 and 1)
  118913. * @param color defines the color to affect to the specified gradient
  118914. * @returns the current particle system
  118915. */
  118916. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  118917. /**
  118918. * Not supported by GPUParticleSystem
  118919. * @param gradient defines the gradient to remove
  118920. * @returns the current particle system
  118921. */
  118922. removeRampGradient(): IParticleSystem;
  118923. /**
  118924. * Not supported by GPUParticleSystem
  118925. * @returns the list of ramp gradients
  118926. */
  118927. getRampGradients(): Nullable<Array<Color3Gradient>>;
  118928. /**
  118929. * Not supported by GPUParticleSystem
  118930. * Gets or sets a boolean indicating that ramp gradients must be used
  118931. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  118932. */
  118933. useRampGradients: boolean;
  118934. /**
  118935. * Not supported by GPUParticleSystem
  118936. * @param gradient defines the gradient to use (between 0 and 1)
  118937. * @param factor defines the life time factor to affect to the specified gradient
  118938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118939. * @returns the current particle system
  118940. */
  118941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118942. /**
  118943. * Not supported by GPUParticleSystem
  118944. * @param gradient defines the gradient to remove
  118945. * @returns the current particle system
  118946. */
  118947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  118948. /**
  118949. * Instantiates a GPU particle system.
  118950. * 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.
  118951. * @param name The name of the particle system
  118952. * @param options The options used to create the system
  118953. * @param scene The scene the particle system belongs to
  118954. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  118955. */
  118956. constructor(name: string, options: Partial<{
  118957. capacity: number;
  118958. randomTextureSize: number;
  118959. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  118960. protected _reset(): void;
  118961. private _createUpdateVAO;
  118962. private _createRenderVAO;
  118963. private _initialize;
  118964. /** @hidden */
  118965. _recreateUpdateEffect(): void;
  118966. /** @hidden */
  118967. _recreateRenderEffect(): void;
  118968. /**
  118969. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  118970. * @param preWarm defines if we are in the pre-warmimg phase
  118971. */
  118972. animate(preWarm?: boolean): void;
  118973. private _createFactorGradientTexture;
  118974. private _createSizeGradientTexture;
  118975. private _createAngularSpeedGradientTexture;
  118976. private _createVelocityGradientTexture;
  118977. private _createLimitVelocityGradientTexture;
  118978. private _createDragGradientTexture;
  118979. private _createColorGradientTexture;
  118980. /**
  118981. * Renders the particle system in its current state
  118982. * @param preWarm defines if the system should only update the particles but not render them
  118983. * @returns the current number of particles
  118984. */
  118985. render(preWarm?: boolean): number;
  118986. /**
  118987. * Rebuilds the particle system
  118988. */
  118989. rebuild(): void;
  118990. private _releaseBuffers;
  118991. private _releaseVAOs;
  118992. /**
  118993. * Disposes the particle system and free the associated resources
  118994. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  118995. */
  118996. dispose(disposeTexture?: boolean): void;
  118997. /**
  118998. * Clones the particle system.
  118999. * @param name The name of the cloned object
  119000. * @param newEmitter The new emitter to use
  119001. * @returns the cloned particle system
  119002. */
  119003. clone(name: string, newEmitter: any): GPUParticleSystem;
  119004. /**
  119005. * Serializes the particle system to a JSON object.
  119006. * @returns the JSON object
  119007. */
  119008. serialize(): any;
  119009. /**
  119010. * Parses a JSON object to create a GPU particle system.
  119011. * @param parsedParticleSystem The JSON object to parse
  119012. * @param scene The scene to create the particle system in
  119013. * @param rootUrl The root url to use to load external dependencies like texture
  119014. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119015. * @returns the parsed GPU particle system
  119016. */
  119017. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119018. }
  119019. }
  119020. declare module BABYLON {
  119021. /**
  119022. * Represents a set of particle systems working together to create a specific effect
  119023. */
  119024. export class ParticleSystemSet implements IDisposable {
  119025. private _emitterCreationOptions;
  119026. private _emitterNode;
  119027. /**
  119028. * Gets the particle system list
  119029. */
  119030. systems: IParticleSystem[];
  119031. /**
  119032. * Gets the emitter node used with this set
  119033. */
  119034. readonly emitterNode: Nullable<TransformNode>;
  119035. /**
  119036. * Creates a new emitter mesh as a sphere
  119037. * @param options defines the options used to create the sphere
  119038. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119039. * @param scene defines the hosting scene
  119040. */
  119041. setEmitterAsSphere(options: {
  119042. diameter: number;
  119043. segments: number;
  119044. color: Color3;
  119045. }, renderingGroupId: number, scene: Scene): void;
  119046. /**
  119047. * Starts all particle systems of the set
  119048. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119049. */
  119050. start(emitter?: AbstractMesh): void;
  119051. /**
  119052. * Release all associated resources
  119053. */
  119054. dispose(): void;
  119055. /**
  119056. * Serialize the set into a JSON compatible object
  119057. * @returns a JSON compatible representation of the set
  119058. */
  119059. serialize(): any;
  119060. /**
  119061. * Parse a new ParticleSystemSet from a serialized source
  119062. * @param data defines a JSON compatible representation of the set
  119063. * @param scene defines the hosting scene
  119064. * @param gpu defines if we want GPU particles or CPU particles
  119065. * @returns a new ParticleSystemSet
  119066. */
  119067. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119068. }
  119069. }
  119070. declare module BABYLON {
  119071. /**
  119072. * This class is made for on one-liner static method to help creating particle system set.
  119073. */
  119074. export class ParticleHelper {
  119075. /**
  119076. * Gets or sets base Assets URL
  119077. */
  119078. static BaseAssetsUrl: string;
  119079. /**
  119080. * Create a default particle system that you can tweak
  119081. * @param emitter defines the emitter to use
  119082. * @param capacity defines the system capacity (default is 500 particles)
  119083. * @param scene defines the hosting scene
  119084. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119085. * @returns the new Particle system
  119086. */
  119087. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119088. /**
  119089. * This is the main static method (one-liner) of this helper to create different particle systems
  119090. * @param type This string represents the type to the particle system to create
  119091. * @param scene The scene where the particle system should live
  119092. * @param gpu If the system will use gpu
  119093. * @returns the ParticleSystemSet created
  119094. */
  119095. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119096. /**
  119097. * Static function used to export a particle system to a ParticleSystemSet variable.
  119098. * Please note that the emitter shape is not exported
  119099. * @param systems defines the particle systems to export
  119100. * @returns the created particle system set
  119101. */
  119102. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119103. }
  119104. }
  119105. declare module BABYLON {
  119106. interface Engine {
  119107. /**
  119108. * Create an effect to use with particle systems.
  119109. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119110. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119111. * @param uniformsNames defines a list of attribute names
  119112. * @param samplers defines an array of string used to represent textures
  119113. * @param defines defines the string containing the defines to use to compile the shaders
  119114. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119115. * @param onCompiled defines a function to call when the effect creation is successful
  119116. * @param onError defines a function to call when the effect creation has failed
  119117. * @returns the new Effect
  119118. */
  119119. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119120. }
  119121. interface Mesh {
  119122. /**
  119123. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119124. * @returns an array of IParticleSystem
  119125. */
  119126. getEmittedParticleSystems(): IParticleSystem[];
  119127. /**
  119128. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119129. * @returns an array of IParticleSystem
  119130. */
  119131. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119132. }
  119133. /**
  119134. * @hidden
  119135. */
  119136. export var _IDoNeedToBeInTheBuild: number;
  119137. }
  119138. declare module BABYLON {
  119139. interface Scene {
  119140. /** @hidden (Backing field) */
  119141. _physicsEngine: Nullable<IPhysicsEngine>;
  119142. /**
  119143. * Gets the current physics engine
  119144. * @returns a IPhysicsEngine or null if none attached
  119145. */
  119146. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119147. /**
  119148. * Enables physics to the current scene
  119149. * @param gravity defines the scene's gravity for the physics engine
  119150. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119151. * @return a boolean indicating if the physics engine was initialized
  119152. */
  119153. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119154. /**
  119155. * Disables and disposes the physics engine associated with the scene
  119156. */
  119157. disablePhysicsEngine(): void;
  119158. /**
  119159. * Gets a boolean indicating if there is an active physics engine
  119160. * @returns a boolean indicating if there is an active physics engine
  119161. */
  119162. isPhysicsEnabled(): boolean;
  119163. /**
  119164. * Deletes a physics compound impostor
  119165. * @param compound defines the compound to delete
  119166. */
  119167. deleteCompoundImpostor(compound: any): void;
  119168. /**
  119169. * An event triggered when physic simulation is about to be run
  119170. */
  119171. onBeforePhysicsObservable: Observable<Scene>;
  119172. /**
  119173. * An event triggered when physic simulation has been done
  119174. */
  119175. onAfterPhysicsObservable: Observable<Scene>;
  119176. }
  119177. interface AbstractMesh {
  119178. /** @hidden */
  119179. _physicsImpostor: Nullable<PhysicsImpostor>;
  119180. /**
  119181. * Gets or sets impostor used for physic simulation
  119182. * @see http://doc.babylonjs.com/features/physics_engine
  119183. */
  119184. physicsImpostor: Nullable<PhysicsImpostor>;
  119185. /**
  119186. * Gets the current physics impostor
  119187. * @see http://doc.babylonjs.com/features/physics_engine
  119188. * @returns a physics impostor or null
  119189. */
  119190. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119191. /** Apply a physic impulse to the mesh
  119192. * @param force defines the force to apply
  119193. * @param contactPoint defines where to apply the force
  119194. * @returns the current mesh
  119195. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119196. */
  119197. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119198. /**
  119199. * Creates a physic joint between two meshes
  119200. * @param otherMesh defines the other mesh to use
  119201. * @param pivot1 defines the pivot to use on this mesh
  119202. * @param pivot2 defines the pivot to use on the other mesh
  119203. * @param options defines additional options (can be plugin dependent)
  119204. * @returns the current mesh
  119205. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119206. */
  119207. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119208. /** @hidden */
  119209. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119210. }
  119211. /**
  119212. * Defines the physics engine scene component responsible to manage a physics engine
  119213. */
  119214. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119215. /**
  119216. * The component name helpful to identify the component in the list of scene components.
  119217. */
  119218. readonly name: string;
  119219. /**
  119220. * The scene the component belongs to.
  119221. */
  119222. scene: Scene;
  119223. /**
  119224. * Creates a new instance of the component for the given scene
  119225. * @param scene Defines the scene to register the component in
  119226. */
  119227. constructor(scene: Scene);
  119228. /**
  119229. * Registers the component in a given scene
  119230. */
  119231. register(): void;
  119232. /**
  119233. * Rebuilds the elements related to this component in case of
  119234. * context lost for instance.
  119235. */
  119236. rebuild(): void;
  119237. /**
  119238. * Disposes the component and the associated ressources
  119239. */
  119240. dispose(): void;
  119241. }
  119242. }
  119243. declare module BABYLON {
  119244. /**
  119245. * A helper for physics simulations
  119246. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119247. */
  119248. export class PhysicsHelper {
  119249. private _scene;
  119250. private _physicsEngine;
  119251. /**
  119252. * Initializes the Physics helper
  119253. * @param scene Babylon.js scene
  119254. */
  119255. constructor(scene: Scene);
  119256. /**
  119257. * Applies a radial explosion impulse
  119258. * @param origin the origin of the explosion
  119259. * @param radiusOrEventOptions the radius or the options of radial explosion
  119260. * @param strength the explosion strength
  119261. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119262. * @returns A physics radial explosion event, or null
  119263. */
  119264. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119265. /**
  119266. * Applies a radial explosion force
  119267. * @param origin the origin of the explosion
  119268. * @param radiusOrEventOptions the radius or the options of radial explosion
  119269. * @param strength the explosion strength
  119270. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119271. * @returns A physics radial explosion event, or null
  119272. */
  119273. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119274. /**
  119275. * Creates a gravitational field
  119276. * @param origin the origin of the explosion
  119277. * @param radiusOrEventOptions the radius or the options of radial explosion
  119278. * @param strength the explosion strength
  119279. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119280. * @returns A physics gravitational field event, or null
  119281. */
  119282. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119283. /**
  119284. * Creates a physics updraft event
  119285. * @param origin the origin of the updraft
  119286. * @param radiusOrEventOptions the radius or the options of the updraft
  119287. * @param strength the strength of the updraft
  119288. * @param height the height of the updraft
  119289. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119290. * @returns A physics updraft event, or null
  119291. */
  119292. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119293. /**
  119294. * Creates a physics vortex event
  119295. * @param origin the of the vortex
  119296. * @param radiusOrEventOptions the radius or the options of the vortex
  119297. * @param strength the strength of the vortex
  119298. * @param height the height of the vortex
  119299. * @returns a Physics vortex event, or null
  119300. * A physics vortex event or null
  119301. */
  119302. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119303. }
  119304. /**
  119305. * Represents a physics radial explosion event
  119306. */
  119307. class PhysicsRadialExplosionEvent {
  119308. private _scene;
  119309. private _options;
  119310. private _sphere;
  119311. private _dataFetched;
  119312. /**
  119313. * Initializes a radial explosioin event
  119314. * @param _scene BabylonJS scene
  119315. * @param _options The options for the vortex event
  119316. */
  119317. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119318. /**
  119319. * Returns the data related to the radial explosion event (sphere).
  119320. * @returns The radial explosion event data
  119321. */
  119322. getData(): PhysicsRadialExplosionEventData;
  119323. /**
  119324. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119325. * @param impostor A physics imposter
  119326. * @param origin the origin of the explosion
  119327. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119328. */
  119329. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119330. /**
  119331. * Triggers affecterd impostors callbacks
  119332. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119333. */
  119334. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119335. /**
  119336. * Disposes the sphere.
  119337. * @param force Specifies if the sphere should be disposed by force
  119338. */
  119339. dispose(force?: boolean): void;
  119340. /*** Helpers ***/
  119341. private _prepareSphere;
  119342. private _intersectsWithSphere;
  119343. }
  119344. /**
  119345. * Represents a gravitational field event
  119346. */
  119347. class PhysicsGravitationalFieldEvent {
  119348. private _physicsHelper;
  119349. private _scene;
  119350. private _origin;
  119351. private _options;
  119352. private _tickCallback;
  119353. private _sphere;
  119354. private _dataFetched;
  119355. /**
  119356. * Initializes the physics gravitational field event
  119357. * @param _physicsHelper A physics helper
  119358. * @param _scene BabylonJS scene
  119359. * @param _origin The origin position of the gravitational field event
  119360. * @param _options The options for the vortex event
  119361. */
  119362. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119363. /**
  119364. * Returns the data related to the gravitational field event (sphere).
  119365. * @returns A gravitational field event
  119366. */
  119367. getData(): PhysicsGravitationalFieldEventData;
  119368. /**
  119369. * Enables the gravitational field.
  119370. */
  119371. enable(): void;
  119372. /**
  119373. * Disables the gravitational field.
  119374. */
  119375. disable(): void;
  119376. /**
  119377. * Disposes the sphere.
  119378. * @param force The force to dispose from the gravitational field event
  119379. */
  119380. dispose(force?: boolean): void;
  119381. private _tick;
  119382. }
  119383. /**
  119384. * Represents a physics updraft event
  119385. */
  119386. class PhysicsUpdraftEvent {
  119387. private _scene;
  119388. private _origin;
  119389. private _options;
  119390. private _physicsEngine;
  119391. private _originTop;
  119392. private _originDirection;
  119393. private _tickCallback;
  119394. private _cylinder;
  119395. private _cylinderPosition;
  119396. private _dataFetched;
  119397. /**
  119398. * Initializes the physics updraft event
  119399. * @param _scene BabylonJS scene
  119400. * @param _origin The origin position of the updraft
  119401. * @param _options The options for the updraft event
  119402. */
  119403. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119404. /**
  119405. * Returns the data related to the updraft event (cylinder).
  119406. * @returns A physics updraft event
  119407. */
  119408. getData(): PhysicsUpdraftEventData;
  119409. /**
  119410. * Enables the updraft.
  119411. */
  119412. enable(): void;
  119413. /**
  119414. * Disables the updraft.
  119415. */
  119416. disable(): void;
  119417. /**
  119418. * Disposes the cylinder.
  119419. * @param force Specifies if the updraft should be disposed by force
  119420. */
  119421. dispose(force?: boolean): void;
  119422. private getImpostorHitData;
  119423. private _tick;
  119424. /*** Helpers ***/
  119425. private _prepareCylinder;
  119426. private _intersectsWithCylinder;
  119427. }
  119428. /**
  119429. * Represents a physics vortex event
  119430. */
  119431. class PhysicsVortexEvent {
  119432. private _scene;
  119433. private _origin;
  119434. private _options;
  119435. private _physicsEngine;
  119436. private _originTop;
  119437. private _tickCallback;
  119438. private _cylinder;
  119439. private _cylinderPosition;
  119440. private _dataFetched;
  119441. /**
  119442. * Initializes the physics vortex event
  119443. * @param _scene The BabylonJS scene
  119444. * @param _origin The origin position of the vortex
  119445. * @param _options The options for the vortex event
  119446. */
  119447. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119448. /**
  119449. * Returns the data related to the vortex event (cylinder).
  119450. * @returns The physics vortex event data
  119451. */
  119452. getData(): PhysicsVortexEventData;
  119453. /**
  119454. * Enables the vortex.
  119455. */
  119456. enable(): void;
  119457. /**
  119458. * Disables the cortex.
  119459. */
  119460. disable(): void;
  119461. /**
  119462. * Disposes the sphere.
  119463. * @param force
  119464. */
  119465. dispose(force?: boolean): void;
  119466. private getImpostorHitData;
  119467. private _tick;
  119468. /*** Helpers ***/
  119469. private _prepareCylinder;
  119470. private _intersectsWithCylinder;
  119471. }
  119472. /**
  119473. * Options fot the radial explosion event
  119474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119475. */
  119476. export class PhysicsRadialExplosionEventOptions {
  119477. /**
  119478. * The radius of the sphere for the radial explosion.
  119479. */
  119480. radius: number;
  119481. /**
  119482. * The strenth of the explosion.
  119483. */
  119484. strength: number;
  119485. /**
  119486. * The strenght of the force in correspondence to the distance of the affected object
  119487. */
  119488. falloff: PhysicsRadialImpulseFalloff;
  119489. /**
  119490. * Sphere options for the radial explosion.
  119491. */
  119492. sphere: {
  119493. segments: number;
  119494. diameter: number;
  119495. };
  119496. /**
  119497. * Sphere options for the radial explosion.
  119498. */
  119499. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119500. }
  119501. /**
  119502. * Options fot the updraft event
  119503. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119504. */
  119505. export class PhysicsUpdraftEventOptions {
  119506. /**
  119507. * The radius of the cylinder for the vortex
  119508. */
  119509. radius: number;
  119510. /**
  119511. * The strenth of the updraft.
  119512. */
  119513. strength: number;
  119514. /**
  119515. * The height of the cylinder for the updraft.
  119516. */
  119517. height: number;
  119518. /**
  119519. * The mode for the the updraft.
  119520. */
  119521. updraftMode: PhysicsUpdraftMode;
  119522. }
  119523. /**
  119524. * Options fot the vortex event
  119525. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119526. */
  119527. export class PhysicsVortexEventOptions {
  119528. /**
  119529. * The radius of the cylinder for the vortex
  119530. */
  119531. radius: number;
  119532. /**
  119533. * The strenth of the vortex.
  119534. */
  119535. strength: number;
  119536. /**
  119537. * The height of the cylinder for the vortex.
  119538. */
  119539. height: number;
  119540. /**
  119541. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  119542. */
  119543. centripetalForceThreshold: number;
  119544. /**
  119545. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  119546. */
  119547. centripetalForceMultiplier: number;
  119548. /**
  119549. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  119550. */
  119551. centrifugalForceMultiplier: number;
  119552. /**
  119553. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  119554. */
  119555. updraftForceMultiplier: number;
  119556. }
  119557. /**
  119558. * The strenght of the force in correspondence to the distance of the affected object
  119559. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119560. */
  119561. export enum PhysicsRadialImpulseFalloff {
  119562. /** Defines that impulse is constant in strength across it's whole radius */
  119563. Constant = 0,
  119564. /** Defines that impulse gets weaker if it's further from the origin */
  119565. Linear = 1
  119566. }
  119567. /**
  119568. * The strength of the force in correspondence to the distance of the affected object
  119569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119570. */
  119571. export enum PhysicsUpdraftMode {
  119572. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  119573. Center = 0,
  119574. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  119575. Perpendicular = 1
  119576. }
  119577. /**
  119578. * Interface for a physics hit data
  119579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119580. */
  119581. export interface PhysicsHitData {
  119582. /**
  119583. * The force applied at the contact point
  119584. */
  119585. force: Vector3;
  119586. /**
  119587. * The contact point
  119588. */
  119589. contactPoint: Vector3;
  119590. /**
  119591. * The distance from the origin to the contact point
  119592. */
  119593. distanceFromOrigin: number;
  119594. }
  119595. /**
  119596. * Interface for radial explosion event data
  119597. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119598. */
  119599. export interface PhysicsRadialExplosionEventData {
  119600. /**
  119601. * A sphere used for the radial explosion event
  119602. */
  119603. sphere: Mesh;
  119604. }
  119605. /**
  119606. * Interface for gravitational field event data
  119607. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119608. */
  119609. export interface PhysicsGravitationalFieldEventData {
  119610. /**
  119611. * A sphere mesh used for the gravitational field event
  119612. */
  119613. sphere: Mesh;
  119614. }
  119615. /**
  119616. * Interface for updraft event data
  119617. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119618. */
  119619. export interface PhysicsUpdraftEventData {
  119620. /**
  119621. * A cylinder used for the updraft event
  119622. */
  119623. cylinder: Mesh;
  119624. }
  119625. /**
  119626. * Interface for vortex event data
  119627. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119628. */
  119629. export interface PhysicsVortexEventData {
  119630. /**
  119631. * A cylinder used for the vortex event
  119632. */
  119633. cylinder: Mesh;
  119634. }
  119635. /**
  119636. * Interface for an affected physics impostor
  119637. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119638. */
  119639. export interface PhysicsAffectedImpostorWithData {
  119640. /**
  119641. * The impostor affected by the effect
  119642. */
  119643. impostor: PhysicsImpostor;
  119644. /**
  119645. * The data about the hit/horce from the explosion
  119646. */
  119647. hitData: PhysicsHitData;
  119648. }
  119649. }
  119650. declare module BABYLON {
  119651. /** @hidden */
  119652. export var blackAndWhitePixelShader: {
  119653. name: string;
  119654. shader: string;
  119655. };
  119656. }
  119657. declare module BABYLON {
  119658. /**
  119659. * Post process used to render in black and white
  119660. */
  119661. export class BlackAndWhitePostProcess extends PostProcess {
  119662. /**
  119663. * Linear about to convert he result to black and white (default: 1)
  119664. */
  119665. degree: number;
  119666. /**
  119667. * Creates a black and white post process
  119668. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  119669. * @param name The name of the effect.
  119670. * @param options The required width/height ratio to downsize to before computing the render pass.
  119671. * @param camera The camera to apply the render pass to.
  119672. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119673. * @param engine The engine which the post process will be applied. (default: current engine)
  119674. * @param reusable If the post process can be reused on the same frame. (default: false)
  119675. */
  119676. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119677. }
  119678. }
  119679. declare module BABYLON {
  119680. /**
  119681. * This represents a set of one or more post processes in Babylon.
  119682. * A post process can be used to apply a shader to a texture after it is rendered.
  119683. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119684. */
  119685. export class PostProcessRenderEffect {
  119686. private _postProcesses;
  119687. private _getPostProcesses;
  119688. private _singleInstance;
  119689. private _cameras;
  119690. private _indicesForCamera;
  119691. /**
  119692. * Name of the effect
  119693. * @hidden
  119694. */
  119695. _name: string;
  119696. /**
  119697. * Instantiates a post process render effect.
  119698. * A post process can be used to apply a shader to a texture after it is rendered.
  119699. * @param engine The engine the effect is tied to
  119700. * @param name The name of the effect
  119701. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  119702. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  119703. */
  119704. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  119705. /**
  119706. * Checks if all the post processes in the effect are supported.
  119707. */
  119708. readonly isSupported: boolean;
  119709. /**
  119710. * Updates the current state of the effect
  119711. * @hidden
  119712. */
  119713. _update(): void;
  119714. /**
  119715. * Attaches the effect on cameras
  119716. * @param cameras The camera to attach to.
  119717. * @hidden
  119718. */
  119719. _attachCameras(cameras: Camera): void;
  119720. /**
  119721. * Attaches the effect on cameras
  119722. * @param cameras The camera to attach to.
  119723. * @hidden
  119724. */
  119725. _attachCameras(cameras: Camera[]): void;
  119726. /**
  119727. * Detaches the effect on cameras
  119728. * @param cameras The camera to detatch from.
  119729. * @hidden
  119730. */
  119731. _detachCameras(cameras: Camera): void;
  119732. /**
  119733. * Detatches the effect on cameras
  119734. * @param cameras The camera to detatch from.
  119735. * @hidden
  119736. */
  119737. _detachCameras(cameras: Camera[]): void;
  119738. /**
  119739. * Enables the effect on given cameras
  119740. * @param cameras The camera to enable.
  119741. * @hidden
  119742. */
  119743. _enable(cameras: Camera): void;
  119744. /**
  119745. * Enables the effect on given cameras
  119746. * @param cameras The camera to enable.
  119747. * @hidden
  119748. */
  119749. _enable(cameras: Nullable<Camera[]>): void;
  119750. /**
  119751. * Disables the effect on the given cameras
  119752. * @param cameras The camera to disable.
  119753. * @hidden
  119754. */
  119755. _disable(cameras: Camera): void;
  119756. /**
  119757. * Disables the effect on the given cameras
  119758. * @param cameras The camera to disable.
  119759. * @hidden
  119760. */
  119761. _disable(cameras: Nullable<Camera[]>): void;
  119762. /**
  119763. * Gets a list of the post processes contained in the effect.
  119764. * @param camera The camera to get the post processes on.
  119765. * @returns The list of the post processes in the effect.
  119766. */
  119767. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  119768. }
  119769. }
  119770. declare module BABYLON {
  119771. /** @hidden */
  119772. export var extractHighlightsPixelShader: {
  119773. name: string;
  119774. shader: string;
  119775. };
  119776. }
  119777. declare module BABYLON {
  119778. /**
  119779. * 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.
  119780. */
  119781. export class ExtractHighlightsPostProcess extends PostProcess {
  119782. /**
  119783. * The luminance threshold, pixels below this value will be set to black.
  119784. */
  119785. threshold: number;
  119786. /** @hidden */
  119787. _exposure: number;
  119788. /**
  119789. * Post process which has the input texture to be used when performing highlight extraction
  119790. * @hidden
  119791. */
  119792. _inputPostProcess: Nullable<PostProcess>;
  119793. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119794. }
  119795. }
  119796. declare module BABYLON {
  119797. /** @hidden */
  119798. export var bloomMergePixelShader: {
  119799. name: string;
  119800. shader: string;
  119801. };
  119802. }
  119803. declare module BABYLON {
  119804. /**
  119805. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  119806. */
  119807. export class BloomMergePostProcess extends PostProcess {
  119808. /** Weight of the bloom to be added to the original input. */
  119809. weight: number;
  119810. /**
  119811. * Creates a new instance of @see BloomMergePostProcess
  119812. * @param name The name of the effect.
  119813. * @param originalFromInput Post process which's input will be used for the merge.
  119814. * @param blurred Blurred highlights post process which's output will be used.
  119815. * @param weight Weight of the bloom to be added to the original input.
  119816. * @param options The required width/height ratio to downsize to before computing the render pass.
  119817. * @param camera The camera to apply the render pass to.
  119818. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119819. * @param engine The engine which the post process will be applied. (default: current engine)
  119820. * @param reusable If the post process can be reused on the same frame. (default: false)
  119821. * @param textureType Type of textures used when performing the post process. (default: 0)
  119822. * @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)
  119823. */
  119824. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  119825. /** Weight of the bloom to be added to the original input. */
  119826. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119827. }
  119828. }
  119829. declare module BABYLON {
  119830. /**
  119831. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  119832. */
  119833. export class BloomEffect extends PostProcessRenderEffect {
  119834. private bloomScale;
  119835. /**
  119836. * @hidden Internal
  119837. */
  119838. _effects: Array<PostProcess>;
  119839. /**
  119840. * @hidden Internal
  119841. */
  119842. _downscale: ExtractHighlightsPostProcess;
  119843. private _blurX;
  119844. private _blurY;
  119845. private _merge;
  119846. /**
  119847. * The luminance threshold to find bright areas of the image to bloom.
  119848. */
  119849. threshold: number;
  119850. /**
  119851. * The strength of the bloom.
  119852. */
  119853. weight: number;
  119854. /**
  119855. * Specifies the size of the bloom blur kernel, relative to the final output size
  119856. */
  119857. kernel: number;
  119858. /**
  119859. * Creates a new instance of @see BloomEffect
  119860. * @param scene The scene the effect belongs to.
  119861. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  119862. * @param bloomKernel The size of the kernel to be used when applying the blur.
  119863. * @param bloomWeight The the strength of bloom.
  119864. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  119865. * @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)
  119866. */
  119867. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  119868. /**
  119869. * Disposes each of the internal effects for a given camera.
  119870. * @param camera The camera to dispose the effect on.
  119871. */
  119872. disposeEffects(camera: Camera): void;
  119873. /**
  119874. * @hidden Internal
  119875. */
  119876. _updateEffects(): void;
  119877. /**
  119878. * Internal
  119879. * @returns if all the contained post processes are ready.
  119880. * @hidden
  119881. */
  119882. _isReady(): boolean;
  119883. }
  119884. }
  119885. declare module BABYLON {
  119886. /** @hidden */
  119887. export var chromaticAberrationPixelShader: {
  119888. name: string;
  119889. shader: string;
  119890. };
  119891. }
  119892. declare module BABYLON {
  119893. /**
  119894. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  119895. */
  119896. export class ChromaticAberrationPostProcess extends PostProcess {
  119897. /**
  119898. * The amount of seperation of rgb channels (default: 30)
  119899. */
  119900. aberrationAmount: number;
  119901. /**
  119902. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  119903. */
  119904. radialIntensity: number;
  119905. /**
  119906. * 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))
  119907. */
  119908. direction: Vector2;
  119909. /**
  119910. * 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))
  119911. */
  119912. centerPosition: Vector2;
  119913. /**
  119914. * Creates a new instance ChromaticAberrationPostProcess
  119915. * @param name The name of the effect.
  119916. * @param screenWidth The width of the screen to apply the effect on.
  119917. * @param screenHeight The height of the screen to apply the effect on.
  119918. * @param options The required width/height ratio to downsize to before computing the render pass.
  119919. * @param camera The camera to apply the render pass to.
  119920. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119921. * @param engine The engine which the post process will be applied. (default: current engine)
  119922. * @param reusable If the post process can be reused on the same frame. (default: false)
  119923. * @param textureType Type of textures used when performing the post process. (default: 0)
  119924. * @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)
  119925. */
  119926. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119927. }
  119928. }
  119929. declare module BABYLON {
  119930. /** @hidden */
  119931. export var circleOfConfusionPixelShader: {
  119932. name: string;
  119933. shader: string;
  119934. };
  119935. }
  119936. declare module BABYLON {
  119937. /**
  119938. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  119939. */
  119940. export class CircleOfConfusionPostProcess extends PostProcess {
  119941. /**
  119942. * 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.
  119943. */
  119944. lensSize: number;
  119945. /**
  119946. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  119947. */
  119948. fStop: number;
  119949. /**
  119950. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  119951. */
  119952. focusDistance: number;
  119953. /**
  119954. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  119955. */
  119956. focalLength: number;
  119957. private _depthTexture;
  119958. /**
  119959. * Creates a new instance CircleOfConfusionPostProcess
  119960. * @param name The name of the effect.
  119961. * @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.
  119962. * @param options The required width/height ratio to downsize to before computing the render pass.
  119963. * @param camera The camera to apply the render pass to.
  119964. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119965. * @param engine The engine which the post process will be applied. (default: current engine)
  119966. * @param reusable If the post process can be reused on the same frame. (default: false)
  119967. * @param textureType Type of textures used when performing the post process. (default: 0)
  119968. * @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)
  119969. */
  119970. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119971. /**
  119972. * 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.
  119973. */
  119974. depthTexture: RenderTargetTexture;
  119975. }
  119976. }
  119977. declare module BABYLON {
  119978. /** @hidden */
  119979. export var colorCorrectionPixelShader: {
  119980. name: string;
  119981. shader: string;
  119982. };
  119983. }
  119984. declare module BABYLON {
  119985. /**
  119986. *
  119987. * This post-process allows the modification of rendered colors by using
  119988. * a 'look-up table' (LUT). This effect is also called Color Grading.
  119989. *
  119990. * The object needs to be provided an url to a texture containing the color
  119991. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  119992. * Use an image editing software to tweak the LUT to match your needs.
  119993. *
  119994. * For an example of a color LUT, see here:
  119995. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  119996. * For explanations on color grading, see here:
  119997. * @see http://udn.epicgames.com/Three/ColorGrading.html
  119998. *
  119999. */
  120000. export class ColorCorrectionPostProcess extends PostProcess {
  120001. private _colorTableTexture;
  120002. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120003. }
  120004. }
  120005. declare module BABYLON {
  120006. /** @hidden */
  120007. export var convolutionPixelShader: {
  120008. name: string;
  120009. shader: string;
  120010. };
  120011. }
  120012. declare module BABYLON {
  120013. /**
  120014. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120015. * input texture to perform effects such as edge detection or sharpening
  120016. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120017. */
  120018. export class ConvolutionPostProcess extends PostProcess {
  120019. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120020. kernel: number[];
  120021. /**
  120022. * Creates a new instance ConvolutionPostProcess
  120023. * @param name The name of the effect.
  120024. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120025. * @param options The required width/height ratio to downsize to before computing the render pass.
  120026. * @param camera The camera to apply the render pass to.
  120027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120028. * @param engine The engine which the post process will be applied. (default: current engine)
  120029. * @param reusable If the post process can be reused on the same frame. (default: false)
  120030. * @param textureType Type of textures used when performing the post process. (default: 0)
  120031. */
  120032. constructor(name: string,
  120033. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120034. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120035. /**
  120036. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120037. */
  120038. static EdgeDetect0Kernel: number[];
  120039. /**
  120040. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120041. */
  120042. static EdgeDetect1Kernel: number[];
  120043. /**
  120044. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120045. */
  120046. static EdgeDetect2Kernel: number[];
  120047. /**
  120048. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120049. */
  120050. static SharpenKernel: number[];
  120051. /**
  120052. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120053. */
  120054. static EmbossKernel: number[];
  120055. /**
  120056. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120057. */
  120058. static GaussianKernel: number[];
  120059. }
  120060. }
  120061. declare module BABYLON {
  120062. /**
  120063. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120064. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120065. * based on samples that have a large difference in distance than the center pixel.
  120066. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120067. */
  120068. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120069. direction: Vector2;
  120070. /**
  120071. * Creates a new instance CircleOfConfusionPostProcess
  120072. * @param name The name of the effect.
  120073. * @param scene The scene the effect belongs to.
  120074. * @param direction The direction the blur should be applied.
  120075. * @param kernel The size of the kernel used to blur.
  120076. * @param options The required width/height ratio to downsize to before computing the render pass.
  120077. * @param camera The camera to apply the render pass to.
  120078. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120079. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120080. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120081. * @param engine The engine which the post process will be applied. (default: current engine)
  120082. * @param reusable If the post process can be reused on the same frame. (default: false)
  120083. * @param textureType Type of textures used when performing the post process. (default: 0)
  120084. * @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)
  120085. */
  120086. 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);
  120087. }
  120088. }
  120089. declare module BABYLON {
  120090. /** @hidden */
  120091. export var depthOfFieldMergePixelShader: {
  120092. name: string;
  120093. shader: string;
  120094. };
  120095. }
  120096. declare module BABYLON {
  120097. /**
  120098. * Options to be set when merging outputs from the default pipeline.
  120099. */
  120100. export class DepthOfFieldMergePostProcessOptions {
  120101. /**
  120102. * The original image to merge on top of
  120103. */
  120104. originalFromInput: PostProcess;
  120105. /**
  120106. * Parameters to perform the merge of the depth of field effect
  120107. */
  120108. depthOfField?: {
  120109. circleOfConfusion: PostProcess;
  120110. blurSteps: Array<PostProcess>;
  120111. };
  120112. /**
  120113. * Parameters to perform the merge of bloom effect
  120114. */
  120115. bloom?: {
  120116. blurred: PostProcess;
  120117. weight: number;
  120118. };
  120119. }
  120120. /**
  120121. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120122. */
  120123. export class DepthOfFieldMergePostProcess extends PostProcess {
  120124. private blurSteps;
  120125. /**
  120126. * Creates a new instance of DepthOfFieldMergePostProcess
  120127. * @param name The name of the effect.
  120128. * @param originalFromInput Post process which's input will be used for the merge.
  120129. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120130. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120131. * @param options The required width/height ratio to downsize to before computing the render pass.
  120132. * @param camera The camera to apply the render pass to.
  120133. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120134. * @param engine The engine which the post process will be applied. (default: current engine)
  120135. * @param reusable If the post process can be reused on the same frame. (default: false)
  120136. * @param textureType Type of textures used when performing the post process. (default: 0)
  120137. * @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)
  120138. */
  120139. 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);
  120140. /**
  120141. * Updates the effect with the current post process compile time values and recompiles the shader.
  120142. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120143. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120144. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120145. * @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
  120146. * @param onCompiled Called when the shader has been compiled.
  120147. * @param onError Called if there is an error when compiling a shader.
  120148. */
  120149. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120150. }
  120151. }
  120152. declare module BABYLON {
  120153. /**
  120154. * Specifies the level of max blur that should be applied when using the depth of field effect
  120155. */
  120156. export enum DepthOfFieldEffectBlurLevel {
  120157. /**
  120158. * Subtle blur
  120159. */
  120160. Low = 0,
  120161. /**
  120162. * Medium blur
  120163. */
  120164. Medium = 1,
  120165. /**
  120166. * Large blur
  120167. */
  120168. High = 2
  120169. }
  120170. /**
  120171. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120172. */
  120173. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120174. private _circleOfConfusion;
  120175. /**
  120176. * @hidden Internal, blurs from high to low
  120177. */
  120178. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120179. private _depthOfFieldBlurY;
  120180. private _dofMerge;
  120181. /**
  120182. * @hidden Internal post processes in depth of field effect
  120183. */
  120184. _effects: Array<PostProcess>;
  120185. /**
  120186. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120187. */
  120188. focalLength: number;
  120189. /**
  120190. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120191. */
  120192. fStop: number;
  120193. /**
  120194. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120195. */
  120196. focusDistance: number;
  120197. /**
  120198. * 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.
  120199. */
  120200. lensSize: number;
  120201. /**
  120202. * Creates a new instance DepthOfFieldEffect
  120203. * @param scene The scene the effect belongs to.
  120204. * @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.
  120205. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120206. * @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)
  120207. */
  120208. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120209. /**
  120210. * Get the current class name of the current effet
  120211. * @returns "DepthOfFieldEffect"
  120212. */
  120213. getClassName(): string;
  120214. /**
  120215. * 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.
  120216. */
  120217. depthTexture: RenderTargetTexture;
  120218. /**
  120219. * Disposes each of the internal effects for a given camera.
  120220. * @param camera The camera to dispose the effect on.
  120221. */
  120222. disposeEffects(camera: Camera): void;
  120223. /**
  120224. * @hidden Internal
  120225. */
  120226. _updateEffects(): void;
  120227. /**
  120228. * Internal
  120229. * @returns if all the contained post processes are ready.
  120230. * @hidden
  120231. */
  120232. _isReady(): boolean;
  120233. }
  120234. }
  120235. declare module BABYLON {
  120236. /** @hidden */
  120237. export var displayPassPixelShader: {
  120238. name: string;
  120239. shader: string;
  120240. };
  120241. }
  120242. declare module BABYLON {
  120243. /**
  120244. * DisplayPassPostProcess which produces an output the same as it's input
  120245. */
  120246. export class DisplayPassPostProcess extends PostProcess {
  120247. /**
  120248. * Creates the DisplayPassPostProcess
  120249. * @param name The name of the effect.
  120250. * @param options The required width/height ratio to downsize to before computing the render pass.
  120251. * @param camera The camera to apply the render pass to.
  120252. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120253. * @param engine The engine which the post process will be applied. (default: current engine)
  120254. * @param reusable If the post process can be reused on the same frame. (default: false)
  120255. */
  120256. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120257. }
  120258. }
  120259. declare module BABYLON {
  120260. /** @hidden */
  120261. export var filterPixelShader: {
  120262. name: string;
  120263. shader: string;
  120264. };
  120265. }
  120266. declare module BABYLON {
  120267. /**
  120268. * Applies a kernel filter to the image
  120269. */
  120270. export class FilterPostProcess extends PostProcess {
  120271. /** The matrix to be applied to the image */
  120272. kernelMatrix: Matrix;
  120273. /**
  120274. *
  120275. * @param name The name of the effect.
  120276. * @param kernelMatrix The matrix to be applied to the image
  120277. * @param options The required width/height ratio to downsize to before computing the render pass.
  120278. * @param camera The camera to apply the render pass to.
  120279. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120280. * @param engine The engine which the post process will be applied. (default: current engine)
  120281. * @param reusable If the post process can be reused on the same frame. (default: false)
  120282. */
  120283. constructor(name: string,
  120284. /** The matrix to be applied to the image */
  120285. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120286. }
  120287. }
  120288. declare module BABYLON {
  120289. /** @hidden */
  120290. export var fxaaPixelShader: {
  120291. name: string;
  120292. shader: string;
  120293. };
  120294. }
  120295. declare module BABYLON {
  120296. /** @hidden */
  120297. export var fxaaVertexShader: {
  120298. name: string;
  120299. shader: string;
  120300. };
  120301. }
  120302. declare module BABYLON {
  120303. /**
  120304. * Fxaa post process
  120305. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120306. */
  120307. export class FxaaPostProcess extends PostProcess {
  120308. /** @hidden */
  120309. texelWidth: number;
  120310. /** @hidden */
  120311. texelHeight: number;
  120312. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120313. private _getDefines;
  120314. }
  120315. }
  120316. declare module BABYLON {
  120317. /** @hidden */
  120318. export var grainPixelShader: {
  120319. name: string;
  120320. shader: string;
  120321. };
  120322. }
  120323. declare module BABYLON {
  120324. /**
  120325. * The GrainPostProcess adds noise to the image at mid luminance levels
  120326. */
  120327. export class GrainPostProcess extends PostProcess {
  120328. /**
  120329. * The intensity of the grain added (default: 30)
  120330. */
  120331. intensity: number;
  120332. /**
  120333. * If the grain should be randomized on every frame
  120334. */
  120335. animated: boolean;
  120336. /**
  120337. * Creates a new instance of @see GrainPostProcess
  120338. * @param name The name of the effect.
  120339. * @param options The required width/height ratio to downsize to before computing the render pass.
  120340. * @param camera The camera to apply the render pass to.
  120341. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120342. * @param engine The engine which the post process will be applied. (default: current engine)
  120343. * @param reusable If the post process can be reused on the same frame. (default: false)
  120344. * @param textureType Type of textures used when performing the post process. (default: 0)
  120345. * @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)
  120346. */
  120347. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120348. }
  120349. }
  120350. declare module BABYLON {
  120351. /** @hidden */
  120352. export var highlightsPixelShader: {
  120353. name: string;
  120354. shader: string;
  120355. };
  120356. }
  120357. declare module BABYLON {
  120358. /**
  120359. * Extracts highlights from the image
  120360. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120361. */
  120362. export class HighlightsPostProcess extends PostProcess {
  120363. /**
  120364. * Extracts highlights from the image
  120365. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120366. * @param name The name of the effect.
  120367. * @param options The required width/height ratio to downsize to before computing the render pass.
  120368. * @param camera The camera to apply the render pass to.
  120369. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120370. * @param engine The engine which the post process will be applied. (default: current engine)
  120371. * @param reusable If the post process can be reused on the same frame. (default: false)
  120372. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120373. */
  120374. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120375. }
  120376. }
  120377. declare module BABYLON {
  120378. /** @hidden */
  120379. export var mrtFragmentDeclaration: {
  120380. name: string;
  120381. shader: string;
  120382. };
  120383. }
  120384. declare module BABYLON {
  120385. /** @hidden */
  120386. export var geometryPixelShader: {
  120387. name: string;
  120388. shader: string;
  120389. };
  120390. }
  120391. declare module BABYLON {
  120392. /** @hidden */
  120393. export var geometryVertexShader: {
  120394. name: string;
  120395. shader: string;
  120396. };
  120397. }
  120398. declare module BABYLON {
  120399. /** @hidden */
  120400. interface ISavedTransformationMatrix {
  120401. world: Matrix;
  120402. viewProjection: Matrix;
  120403. }
  120404. /**
  120405. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120406. */
  120407. export class GeometryBufferRenderer {
  120408. /**
  120409. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120410. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120411. */
  120412. static readonly POSITION_TEXTURE_TYPE: number;
  120413. /**
  120414. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120415. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120416. */
  120417. static readonly VELOCITY_TEXTURE_TYPE: number;
  120418. /**
  120419. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120420. * in order to compute objects velocities when enableVelocity is set to "true"
  120421. * @hidden
  120422. */
  120423. _previousTransformationMatrices: {
  120424. [index: number]: ISavedTransformationMatrix;
  120425. };
  120426. /**
  120427. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120428. * in order to compute objects velocities when enableVelocity is set to "true"
  120429. * @hidden
  120430. */
  120431. _previousBonesTransformationMatrices: {
  120432. [index: number]: Float32Array;
  120433. };
  120434. /**
  120435. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120436. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120437. */
  120438. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120439. private _scene;
  120440. private _multiRenderTarget;
  120441. private _ratio;
  120442. private _enablePosition;
  120443. private _enableVelocity;
  120444. private _positionIndex;
  120445. private _velocityIndex;
  120446. protected _effect: Effect;
  120447. protected _cachedDefines: string;
  120448. /**
  120449. * Set the render list (meshes to be rendered) used in the G buffer.
  120450. */
  120451. renderList: Mesh[];
  120452. /**
  120453. * Gets wether or not G buffer are supported by the running hardware.
  120454. * This requires draw buffer supports
  120455. */
  120456. readonly isSupported: boolean;
  120457. /**
  120458. * Returns the index of the given texture type in the G-Buffer textures array
  120459. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120460. * @returns the index of the given texture type in the G-Buffer textures array
  120461. */
  120462. getTextureIndex(textureType: number): number;
  120463. /**
  120464. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120465. */
  120466. /**
  120467. * Sets whether or not objects positions are enabled for the G buffer.
  120468. */
  120469. enablePosition: boolean;
  120470. /**
  120471. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120472. */
  120473. /**
  120474. * Sets wether or not objects velocities are enabled for the G buffer.
  120475. */
  120476. enableVelocity: boolean;
  120477. /**
  120478. * Gets the scene associated with the buffer.
  120479. */
  120480. readonly scene: Scene;
  120481. /**
  120482. * Gets the ratio used by the buffer during its creation.
  120483. * How big is the buffer related to the main canvas.
  120484. */
  120485. readonly ratio: number;
  120486. /** @hidden */
  120487. static _SceneComponentInitialization: (scene: Scene) => void;
  120488. /**
  120489. * Creates a new G Buffer for the scene
  120490. * @param scene The scene the buffer belongs to
  120491. * @param ratio How big is the buffer related to the main canvas.
  120492. */
  120493. constructor(scene: Scene, ratio?: number);
  120494. /**
  120495. * Checks wether everything is ready to render a submesh to the G buffer.
  120496. * @param subMesh the submesh to check readiness for
  120497. * @param useInstances is the mesh drawn using instance or not
  120498. * @returns true if ready otherwise false
  120499. */
  120500. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120501. /**
  120502. * Gets the current underlying G Buffer.
  120503. * @returns the buffer
  120504. */
  120505. getGBuffer(): MultiRenderTarget;
  120506. /**
  120507. * Gets the number of samples used to render the buffer (anti aliasing).
  120508. */
  120509. /**
  120510. * Sets the number of samples used to render the buffer (anti aliasing).
  120511. */
  120512. samples: number;
  120513. /**
  120514. * Disposes the renderer and frees up associated resources.
  120515. */
  120516. dispose(): void;
  120517. protected _createRenderTargets(): void;
  120518. private _copyBonesTransformationMatrices;
  120519. }
  120520. }
  120521. declare module BABYLON {
  120522. interface Scene {
  120523. /** @hidden (Backing field) */
  120524. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120525. /**
  120526. * Gets or Sets the current geometry buffer associated to the scene.
  120527. */
  120528. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120529. /**
  120530. * Enables a GeometryBufferRender and associates it with the scene
  120531. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  120532. * @returns the GeometryBufferRenderer
  120533. */
  120534. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  120535. /**
  120536. * Disables the GeometryBufferRender associated with the scene
  120537. */
  120538. disableGeometryBufferRenderer(): void;
  120539. }
  120540. /**
  120541. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  120542. * in several rendering techniques.
  120543. */
  120544. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  120545. /**
  120546. * The component name helpful to identify the component in the list of scene components.
  120547. */
  120548. readonly name: string;
  120549. /**
  120550. * The scene the component belongs to.
  120551. */
  120552. scene: Scene;
  120553. /**
  120554. * Creates a new instance of the component for the given scene
  120555. * @param scene Defines the scene to register the component in
  120556. */
  120557. constructor(scene: Scene);
  120558. /**
  120559. * Registers the component in a given scene
  120560. */
  120561. register(): void;
  120562. /**
  120563. * Rebuilds the elements related to this component in case of
  120564. * context lost for instance.
  120565. */
  120566. rebuild(): void;
  120567. /**
  120568. * Disposes the component and the associated ressources
  120569. */
  120570. dispose(): void;
  120571. private _gatherRenderTargets;
  120572. }
  120573. }
  120574. declare module BABYLON {
  120575. /** @hidden */
  120576. export var motionBlurPixelShader: {
  120577. name: string;
  120578. shader: string;
  120579. };
  120580. }
  120581. declare module BABYLON {
  120582. /**
  120583. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  120584. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  120585. * As an example, all you have to do is to create the post-process:
  120586. * var mb = new BABYLON.MotionBlurPostProcess(
  120587. * 'mb', // The name of the effect.
  120588. * scene, // The scene containing the objects to blur according to their velocity.
  120589. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  120590. * camera // The camera to apply the render pass to.
  120591. * );
  120592. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  120593. */
  120594. export class MotionBlurPostProcess extends PostProcess {
  120595. /**
  120596. * Defines how much the image is blurred by the movement. Default value is equal to 1
  120597. */
  120598. motionStrength: number;
  120599. /**
  120600. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  120601. */
  120602. /**
  120603. * Sets the number of iterations to be used for motion blur quality
  120604. */
  120605. motionBlurSamples: number;
  120606. private _motionBlurSamples;
  120607. private _geometryBufferRenderer;
  120608. /**
  120609. * Creates a new instance MotionBlurPostProcess
  120610. * @param name The name of the effect.
  120611. * @param scene The scene containing the objects to blur according to their velocity.
  120612. * @param options The required width/height ratio to downsize to before computing the render pass.
  120613. * @param camera The camera to apply the render pass to.
  120614. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120615. * @param engine The engine which the post process will be applied. (default: current engine)
  120616. * @param reusable If the post process can be reused on the same frame. (default: false)
  120617. * @param textureType Type of textures used when performing the post process. (default: 0)
  120618. * @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)
  120619. */
  120620. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120621. /**
  120622. * Excludes the given skinned mesh from computing bones velocities.
  120623. * 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.
  120624. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  120625. */
  120626. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120627. /**
  120628. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  120629. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  120630. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  120631. */
  120632. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120633. /**
  120634. * Disposes the post process.
  120635. * @param camera The camera to dispose the post process on.
  120636. */
  120637. dispose(camera?: Camera): void;
  120638. }
  120639. }
  120640. declare module BABYLON {
  120641. /** @hidden */
  120642. export var refractionPixelShader: {
  120643. name: string;
  120644. shader: string;
  120645. };
  120646. }
  120647. declare module BABYLON {
  120648. /**
  120649. * Post process which applies a refractin texture
  120650. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120651. */
  120652. export class RefractionPostProcess extends PostProcess {
  120653. /** the base color of the refraction (used to taint the rendering) */
  120654. color: Color3;
  120655. /** simulated refraction depth */
  120656. depth: number;
  120657. /** the coefficient of the base color (0 to remove base color tainting) */
  120658. colorLevel: number;
  120659. private _refTexture;
  120660. private _ownRefractionTexture;
  120661. /**
  120662. * Gets or sets the refraction texture
  120663. * Please note that you are responsible for disposing the texture if you set it manually
  120664. */
  120665. refractionTexture: Texture;
  120666. /**
  120667. * Initializes the RefractionPostProcess
  120668. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120669. * @param name The name of the effect.
  120670. * @param refractionTextureUrl Url of the refraction texture to use
  120671. * @param color the base color of the refraction (used to taint the rendering)
  120672. * @param depth simulated refraction depth
  120673. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  120674. * @param camera The camera to apply the render pass to.
  120675. * @param options The required width/height ratio to downsize to before computing the render pass.
  120676. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120677. * @param engine The engine which the post process will be applied. (default: current engine)
  120678. * @param reusable If the post process can be reused on the same frame. (default: false)
  120679. */
  120680. constructor(name: string, refractionTextureUrl: string,
  120681. /** the base color of the refraction (used to taint the rendering) */
  120682. color: Color3,
  120683. /** simulated refraction depth */
  120684. depth: number,
  120685. /** the coefficient of the base color (0 to remove base color tainting) */
  120686. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120687. /**
  120688. * Disposes of the post process
  120689. * @param camera Camera to dispose post process on
  120690. */
  120691. dispose(camera: Camera): void;
  120692. }
  120693. }
  120694. declare module BABYLON {
  120695. /** @hidden */
  120696. export var sharpenPixelShader: {
  120697. name: string;
  120698. shader: string;
  120699. };
  120700. }
  120701. declare module BABYLON {
  120702. /**
  120703. * The SharpenPostProcess applies a sharpen kernel to every pixel
  120704. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120705. */
  120706. export class SharpenPostProcess extends PostProcess {
  120707. /**
  120708. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  120709. */
  120710. colorAmount: number;
  120711. /**
  120712. * How much sharpness should be applied (default: 0.3)
  120713. */
  120714. edgeAmount: number;
  120715. /**
  120716. * Creates a new instance ConvolutionPostProcess
  120717. * @param name The name of the effect.
  120718. * @param options The required width/height ratio to downsize to before computing the render pass.
  120719. * @param camera The camera to apply the render pass to.
  120720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120721. * @param engine The engine which the post process will be applied. (default: current engine)
  120722. * @param reusable If the post process can be reused on the same frame. (default: false)
  120723. * @param textureType Type of textures used when performing the post process. (default: 0)
  120724. * @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)
  120725. */
  120726. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120727. }
  120728. }
  120729. declare module BABYLON {
  120730. /**
  120731. * PostProcessRenderPipeline
  120732. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120733. */
  120734. export class PostProcessRenderPipeline {
  120735. private engine;
  120736. private _renderEffects;
  120737. private _renderEffectsForIsolatedPass;
  120738. /**
  120739. * List of inspectable custom properties (used by the Inspector)
  120740. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  120741. */
  120742. inspectableCustomProperties: IInspectable[];
  120743. /**
  120744. * @hidden
  120745. */
  120746. protected _cameras: Camera[];
  120747. /** @hidden */
  120748. _name: string;
  120749. /**
  120750. * Gets pipeline name
  120751. */
  120752. readonly name: string;
  120753. /**
  120754. * Initializes a PostProcessRenderPipeline
  120755. * @param engine engine to add the pipeline to
  120756. * @param name name of the pipeline
  120757. */
  120758. constructor(engine: Engine, name: string);
  120759. /**
  120760. * Gets the class name
  120761. * @returns "PostProcessRenderPipeline"
  120762. */
  120763. getClassName(): string;
  120764. /**
  120765. * If all the render effects in the pipeline are supported
  120766. */
  120767. readonly isSupported: boolean;
  120768. /**
  120769. * Adds an effect to the pipeline
  120770. * @param renderEffect the effect to add
  120771. */
  120772. addEffect(renderEffect: PostProcessRenderEffect): void;
  120773. /** @hidden */
  120774. _rebuild(): void;
  120775. /** @hidden */
  120776. _enableEffect(renderEffectName: string, cameras: Camera): void;
  120777. /** @hidden */
  120778. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  120779. /** @hidden */
  120780. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120781. /** @hidden */
  120782. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120783. /** @hidden */
  120784. _attachCameras(cameras: Camera, unique: boolean): void;
  120785. /** @hidden */
  120786. _attachCameras(cameras: Camera[], unique: boolean): void;
  120787. /** @hidden */
  120788. _detachCameras(cameras: Camera): void;
  120789. /** @hidden */
  120790. _detachCameras(cameras: Nullable<Camera[]>): void;
  120791. /** @hidden */
  120792. _update(): void;
  120793. /** @hidden */
  120794. _reset(): void;
  120795. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  120796. /**
  120797. * Disposes of the pipeline
  120798. */
  120799. dispose(): void;
  120800. }
  120801. }
  120802. declare module BABYLON {
  120803. /**
  120804. * PostProcessRenderPipelineManager class
  120805. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120806. */
  120807. export class PostProcessRenderPipelineManager {
  120808. private _renderPipelines;
  120809. /**
  120810. * Initializes a PostProcessRenderPipelineManager
  120811. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120812. */
  120813. constructor();
  120814. /**
  120815. * Gets the list of supported render pipelines
  120816. */
  120817. readonly supportedPipelines: PostProcessRenderPipeline[];
  120818. /**
  120819. * Adds a pipeline to the manager
  120820. * @param renderPipeline The pipeline to add
  120821. */
  120822. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  120823. /**
  120824. * Attaches a camera to the pipeline
  120825. * @param renderPipelineName The name of the pipeline to attach to
  120826. * @param cameras the camera to attach
  120827. * @param unique if the camera can be attached multiple times to the pipeline
  120828. */
  120829. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  120830. /**
  120831. * Detaches a camera from the pipeline
  120832. * @param renderPipelineName The name of the pipeline to detach from
  120833. * @param cameras the camera to detach
  120834. */
  120835. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  120836. /**
  120837. * Enables an effect by name on a pipeline
  120838. * @param renderPipelineName the name of the pipeline to enable the effect in
  120839. * @param renderEffectName the name of the effect to enable
  120840. * @param cameras the cameras that the effect should be enabled on
  120841. */
  120842. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120843. /**
  120844. * Disables an effect by name on a pipeline
  120845. * @param renderPipelineName the name of the pipeline to disable the effect in
  120846. * @param renderEffectName the name of the effect to disable
  120847. * @param cameras the cameras that the effect should be disabled on
  120848. */
  120849. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120850. /**
  120851. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  120852. */
  120853. update(): void;
  120854. /** @hidden */
  120855. _rebuild(): void;
  120856. /**
  120857. * Disposes of the manager and pipelines
  120858. */
  120859. dispose(): void;
  120860. }
  120861. }
  120862. declare module BABYLON {
  120863. interface Scene {
  120864. /** @hidden (Backing field) */
  120865. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120866. /**
  120867. * Gets the postprocess render pipeline manager
  120868. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120869. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120870. */
  120871. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120872. }
  120873. /**
  120874. * Defines the Render Pipeline scene component responsible to rendering pipelines
  120875. */
  120876. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  120877. /**
  120878. * The component name helpfull to identify the component in the list of scene components.
  120879. */
  120880. readonly name: string;
  120881. /**
  120882. * The scene the component belongs to.
  120883. */
  120884. scene: Scene;
  120885. /**
  120886. * Creates a new instance of the component for the given scene
  120887. * @param scene Defines the scene to register the component in
  120888. */
  120889. constructor(scene: Scene);
  120890. /**
  120891. * Registers the component in a given scene
  120892. */
  120893. register(): void;
  120894. /**
  120895. * Rebuilds the elements related to this component in case of
  120896. * context lost for instance.
  120897. */
  120898. rebuild(): void;
  120899. /**
  120900. * Disposes the component and the associated ressources
  120901. */
  120902. dispose(): void;
  120903. private _gatherRenderTargets;
  120904. }
  120905. }
  120906. declare module BABYLON {
  120907. /**
  120908. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  120909. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120910. */
  120911. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  120912. private _scene;
  120913. private _camerasToBeAttached;
  120914. /**
  120915. * ID of the sharpen post process,
  120916. */
  120917. private readonly SharpenPostProcessId;
  120918. /**
  120919. * @ignore
  120920. * ID of the image processing post process;
  120921. */
  120922. readonly ImageProcessingPostProcessId: string;
  120923. /**
  120924. * @ignore
  120925. * ID of the Fast Approximate Anti-Aliasing post process;
  120926. */
  120927. readonly FxaaPostProcessId: string;
  120928. /**
  120929. * ID of the chromatic aberration post process,
  120930. */
  120931. private readonly ChromaticAberrationPostProcessId;
  120932. /**
  120933. * ID of the grain post process
  120934. */
  120935. private readonly GrainPostProcessId;
  120936. /**
  120937. * Sharpen post process which will apply a sharpen convolution to enhance edges
  120938. */
  120939. sharpen: SharpenPostProcess;
  120940. private _sharpenEffect;
  120941. private bloom;
  120942. /**
  120943. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  120944. */
  120945. depthOfField: DepthOfFieldEffect;
  120946. /**
  120947. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  120948. */
  120949. fxaa: FxaaPostProcess;
  120950. /**
  120951. * Image post processing pass used to perform operations such as tone mapping or color grading.
  120952. */
  120953. imageProcessing: ImageProcessingPostProcess;
  120954. /**
  120955. * Chromatic aberration post process which will shift rgb colors in the image
  120956. */
  120957. chromaticAberration: ChromaticAberrationPostProcess;
  120958. private _chromaticAberrationEffect;
  120959. /**
  120960. * Grain post process which add noise to the image
  120961. */
  120962. grain: GrainPostProcess;
  120963. private _grainEffect;
  120964. /**
  120965. * Glow post process which adds a glow to emissive areas of the image
  120966. */
  120967. private _glowLayer;
  120968. /**
  120969. * Animations which can be used to tweak settings over a period of time
  120970. */
  120971. animations: Animation[];
  120972. private _imageProcessingConfigurationObserver;
  120973. private _sharpenEnabled;
  120974. private _bloomEnabled;
  120975. private _depthOfFieldEnabled;
  120976. private _depthOfFieldBlurLevel;
  120977. private _fxaaEnabled;
  120978. private _imageProcessingEnabled;
  120979. private _defaultPipelineTextureType;
  120980. private _bloomScale;
  120981. private _chromaticAberrationEnabled;
  120982. private _grainEnabled;
  120983. private _buildAllowed;
  120984. /**
  120985. * Gets active scene
  120986. */
  120987. readonly scene: Scene;
  120988. /**
  120989. * Enable or disable the sharpen process from the pipeline
  120990. */
  120991. sharpenEnabled: boolean;
  120992. private _resizeObserver;
  120993. private _hardwareScaleLevel;
  120994. private _bloomKernel;
  120995. /**
  120996. * Specifies the size of the bloom blur kernel, relative to the final output size
  120997. */
  120998. bloomKernel: number;
  120999. /**
  121000. * Specifies the weight of the bloom in the final rendering
  121001. */
  121002. private _bloomWeight;
  121003. /**
  121004. * Specifies the luma threshold for the area that will be blurred by the bloom
  121005. */
  121006. private _bloomThreshold;
  121007. private _hdr;
  121008. /**
  121009. * The strength of the bloom.
  121010. */
  121011. bloomWeight: number;
  121012. /**
  121013. * The strength of the bloom.
  121014. */
  121015. bloomThreshold: number;
  121016. /**
  121017. * The scale of the bloom, lower value will provide better performance.
  121018. */
  121019. bloomScale: number;
  121020. /**
  121021. * Enable or disable the bloom from the pipeline
  121022. */
  121023. bloomEnabled: boolean;
  121024. private _rebuildBloom;
  121025. /**
  121026. * If the depth of field is enabled.
  121027. */
  121028. depthOfFieldEnabled: boolean;
  121029. /**
  121030. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121031. */
  121032. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121033. /**
  121034. * If the anti aliasing is enabled.
  121035. */
  121036. fxaaEnabled: boolean;
  121037. private _samples;
  121038. /**
  121039. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121040. */
  121041. samples: number;
  121042. /**
  121043. * If image processing is enabled.
  121044. */
  121045. imageProcessingEnabled: boolean;
  121046. /**
  121047. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121048. */
  121049. glowLayerEnabled: boolean;
  121050. /**
  121051. * Gets the glow layer (or null if not defined)
  121052. */
  121053. readonly glowLayer: Nullable<GlowLayer>;
  121054. /**
  121055. * Enable or disable the chromaticAberration process from the pipeline
  121056. */
  121057. chromaticAberrationEnabled: boolean;
  121058. /**
  121059. * Enable or disable the grain process from the pipeline
  121060. */
  121061. grainEnabled: boolean;
  121062. /**
  121063. * @constructor
  121064. * @param name - The rendering pipeline name (default: "")
  121065. * @param hdr - If high dynamic range textures should be used (default: true)
  121066. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121067. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121068. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121069. */
  121070. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121071. /**
  121072. * Get the class name
  121073. * @returns "DefaultRenderingPipeline"
  121074. */
  121075. getClassName(): string;
  121076. /**
  121077. * Force the compilation of the entire pipeline.
  121078. */
  121079. prepare(): void;
  121080. private _hasCleared;
  121081. private _prevPostProcess;
  121082. private _prevPrevPostProcess;
  121083. private _setAutoClearAndTextureSharing;
  121084. private _depthOfFieldSceneObserver;
  121085. private _buildPipeline;
  121086. private _disposePostProcesses;
  121087. /**
  121088. * Adds a camera to the pipeline
  121089. * @param camera the camera to be added
  121090. */
  121091. addCamera(camera: Camera): void;
  121092. /**
  121093. * Removes a camera from the pipeline
  121094. * @param camera the camera to remove
  121095. */
  121096. removeCamera(camera: Camera): void;
  121097. /**
  121098. * Dispose of the pipeline and stop all post processes
  121099. */
  121100. dispose(): void;
  121101. /**
  121102. * Serialize the rendering pipeline (Used when exporting)
  121103. * @returns the serialized object
  121104. */
  121105. serialize(): any;
  121106. /**
  121107. * Parse the serialized pipeline
  121108. * @param source Source pipeline.
  121109. * @param scene The scene to load the pipeline to.
  121110. * @param rootUrl The URL of the serialized pipeline.
  121111. * @returns An instantiated pipeline from the serialized object.
  121112. */
  121113. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121114. }
  121115. }
  121116. declare module BABYLON {
  121117. /** @hidden */
  121118. export var lensHighlightsPixelShader: {
  121119. name: string;
  121120. shader: string;
  121121. };
  121122. }
  121123. declare module BABYLON {
  121124. /** @hidden */
  121125. export var depthOfFieldPixelShader: {
  121126. name: string;
  121127. shader: string;
  121128. };
  121129. }
  121130. declare module BABYLON {
  121131. /**
  121132. * BABYLON.JS Chromatic Aberration GLSL Shader
  121133. * Author: Olivier Guyot
  121134. * Separates very slightly R, G and B colors on the edges of the screen
  121135. * Inspired by Francois Tarlier & Martins Upitis
  121136. */
  121137. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121138. /**
  121139. * @ignore
  121140. * The chromatic aberration PostProcess id in the pipeline
  121141. */
  121142. LensChromaticAberrationEffect: string;
  121143. /**
  121144. * @ignore
  121145. * The highlights enhancing PostProcess id in the pipeline
  121146. */
  121147. HighlightsEnhancingEffect: string;
  121148. /**
  121149. * @ignore
  121150. * The depth-of-field PostProcess id in the pipeline
  121151. */
  121152. LensDepthOfFieldEffect: string;
  121153. private _scene;
  121154. private _depthTexture;
  121155. private _grainTexture;
  121156. private _chromaticAberrationPostProcess;
  121157. private _highlightsPostProcess;
  121158. private _depthOfFieldPostProcess;
  121159. private _edgeBlur;
  121160. private _grainAmount;
  121161. private _chromaticAberration;
  121162. private _distortion;
  121163. private _highlightsGain;
  121164. private _highlightsThreshold;
  121165. private _dofDistance;
  121166. private _dofAperture;
  121167. private _dofDarken;
  121168. private _dofPentagon;
  121169. private _blurNoise;
  121170. /**
  121171. * @constructor
  121172. *
  121173. * Effect parameters are as follow:
  121174. * {
  121175. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121176. * edge_blur: number; // from 0 to x (1 for realism)
  121177. * distortion: number; // from 0 to x (1 for realism)
  121178. * grain_amount: number; // from 0 to 1
  121179. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121180. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121181. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121182. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121183. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121184. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121185. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121186. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121187. * }
  121188. * Note: if an effect parameter is unset, effect is disabled
  121189. *
  121190. * @param name The rendering pipeline name
  121191. * @param parameters - An object containing all parameters (see above)
  121192. * @param scene The scene linked to this pipeline
  121193. * @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)
  121194. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121195. */
  121196. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121197. /**
  121198. * Get the class name
  121199. * @returns "LensRenderingPipeline"
  121200. */
  121201. getClassName(): string;
  121202. /**
  121203. * Gets associated scene
  121204. */
  121205. readonly scene: Scene;
  121206. /**
  121207. * Gets or sets the edge blur
  121208. */
  121209. edgeBlur: number;
  121210. /**
  121211. * Gets or sets the grain amount
  121212. */
  121213. grainAmount: number;
  121214. /**
  121215. * Gets or sets the chromatic aberration amount
  121216. */
  121217. chromaticAberration: number;
  121218. /**
  121219. * Gets or sets the depth of field aperture
  121220. */
  121221. dofAperture: number;
  121222. /**
  121223. * Gets or sets the edge distortion
  121224. */
  121225. edgeDistortion: number;
  121226. /**
  121227. * Gets or sets the depth of field distortion
  121228. */
  121229. dofDistortion: number;
  121230. /**
  121231. * Gets or sets the darken out of focus amount
  121232. */
  121233. darkenOutOfFocus: number;
  121234. /**
  121235. * Gets or sets a boolean indicating if blur noise is enabled
  121236. */
  121237. blurNoise: boolean;
  121238. /**
  121239. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121240. */
  121241. pentagonBokeh: boolean;
  121242. /**
  121243. * Gets or sets the highlight grain amount
  121244. */
  121245. highlightsGain: number;
  121246. /**
  121247. * Gets or sets the highlight threshold
  121248. */
  121249. highlightsThreshold: number;
  121250. /**
  121251. * Sets the amount of blur at the edges
  121252. * @param amount blur amount
  121253. */
  121254. setEdgeBlur(amount: number): void;
  121255. /**
  121256. * Sets edge blur to 0
  121257. */
  121258. disableEdgeBlur(): void;
  121259. /**
  121260. * Sets the amout of grain
  121261. * @param amount Amount of grain
  121262. */
  121263. setGrainAmount(amount: number): void;
  121264. /**
  121265. * Set grain amount to 0
  121266. */
  121267. disableGrain(): void;
  121268. /**
  121269. * Sets the chromatic aberration amount
  121270. * @param amount amount of chromatic aberration
  121271. */
  121272. setChromaticAberration(amount: number): void;
  121273. /**
  121274. * Sets chromatic aberration amount to 0
  121275. */
  121276. disableChromaticAberration(): void;
  121277. /**
  121278. * Sets the EdgeDistortion amount
  121279. * @param amount amount of EdgeDistortion
  121280. */
  121281. setEdgeDistortion(amount: number): void;
  121282. /**
  121283. * Sets edge distortion to 0
  121284. */
  121285. disableEdgeDistortion(): void;
  121286. /**
  121287. * Sets the FocusDistance amount
  121288. * @param amount amount of FocusDistance
  121289. */
  121290. setFocusDistance(amount: number): void;
  121291. /**
  121292. * Disables depth of field
  121293. */
  121294. disableDepthOfField(): void;
  121295. /**
  121296. * Sets the Aperture amount
  121297. * @param amount amount of Aperture
  121298. */
  121299. setAperture(amount: number): void;
  121300. /**
  121301. * Sets the DarkenOutOfFocus amount
  121302. * @param amount amount of DarkenOutOfFocus
  121303. */
  121304. setDarkenOutOfFocus(amount: number): void;
  121305. private _pentagonBokehIsEnabled;
  121306. /**
  121307. * Creates a pentagon bokeh effect
  121308. */
  121309. enablePentagonBokeh(): void;
  121310. /**
  121311. * Disables the pentagon bokeh effect
  121312. */
  121313. disablePentagonBokeh(): void;
  121314. /**
  121315. * Enables noise blur
  121316. */
  121317. enableNoiseBlur(): void;
  121318. /**
  121319. * Disables noise blur
  121320. */
  121321. disableNoiseBlur(): void;
  121322. /**
  121323. * Sets the HighlightsGain amount
  121324. * @param amount amount of HighlightsGain
  121325. */
  121326. setHighlightsGain(amount: number): void;
  121327. /**
  121328. * Sets the HighlightsThreshold amount
  121329. * @param amount amount of HighlightsThreshold
  121330. */
  121331. setHighlightsThreshold(amount: number): void;
  121332. /**
  121333. * Disables highlights
  121334. */
  121335. disableHighlights(): void;
  121336. /**
  121337. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121338. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121339. */
  121340. dispose(disableDepthRender?: boolean): void;
  121341. private _createChromaticAberrationPostProcess;
  121342. private _createHighlightsPostProcess;
  121343. private _createDepthOfFieldPostProcess;
  121344. private _createGrainTexture;
  121345. }
  121346. }
  121347. declare module BABYLON {
  121348. /** @hidden */
  121349. export var ssao2PixelShader: {
  121350. name: string;
  121351. shader: string;
  121352. };
  121353. }
  121354. declare module BABYLON {
  121355. /** @hidden */
  121356. export var ssaoCombinePixelShader: {
  121357. name: string;
  121358. shader: string;
  121359. };
  121360. }
  121361. declare module BABYLON {
  121362. /**
  121363. * Render pipeline to produce ssao effect
  121364. */
  121365. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121366. /**
  121367. * @ignore
  121368. * The PassPostProcess id in the pipeline that contains the original scene color
  121369. */
  121370. SSAOOriginalSceneColorEffect: string;
  121371. /**
  121372. * @ignore
  121373. * The SSAO PostProcess id in the pipeline
  121374. */
  121375. SSAORenderEffect: string;
  121376. /**
  121377. * @ignore
  121378. * The horizontal blur PostProcess id in the pipeline
  121379. */
  121380. SSAOBlurHRenderEffect: string;
  121381. /**
  121382. * @ignore
  121383. * The vertical blur PostProcess id in the pipeline
  121384. */
  121385. SSAOBlurVRenderEffect: string;
  121386. /**
  121387. * @ignore
  121388. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121389. */
  121390. SSAOCombineRenderEffect: string;
  121391. /**
  121392. * The output strength of the SSAO post-process. Default value is 1.0.
  121393. */
  121394. totalStrength: number;
  121395. /**
  121396. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121397. */
  121398. maxZ: number;
  121399. /**
  121400. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121401. */
  121402. minZAspect: number;
  121403. private _samples;
  121404. /**
  121405. * Number of samples used for the SSAO calculations. Default value is 8
  121406. */
  121407. samples: number;
  121408. private _textureSamples;
  121409. /**
  121410. * Number of samples to use for antialiasing
  121411. */
  121412. textureSamples: number;
  121413. /**
  121414. * Ratio object used for SSAO ratio and blur ratio
  121415. */
  121416. private _ratio;
  121417. /**
  121418. * Dynamically generated sphere sampler.
  121419. */
  121420. private _sampleSphere;
  121421. /**
  121422. * Blur filter offsets
  121423. */
  121424. private _samplerOffsets;
  121425. private _expensiveBlur;
  121426. /**
  121427. * If bilateral blur should be used
  121428. */
  121429. expensiveBlur: boolean;
  121430. /**
  121431. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121432. */
  121433. radius: number;
  121434. /**
  121435. * The base color of the SSAO post-process
  121436. * The final result is "base + ssao" between [0, 1]
  121437. */
  121438. base: number;
  121439. /**
  121440. * Support test.
  121441. */
  121442. static readonly IsSupported: boolean;
  121443. private _scene;
  121444. private _depthTexture;
  121445. private _normalTexture;
  121446. private _randomTexture;
  121447. private _originalColorPostProcess;
  121448. private _ssaoPostProcess;
  121449. private _blurHPostProcess;
  121450. private _blurVPostProcess;
  121451. private _ssaoCombinePostProcess;
  121452. private _firstUpdate;
  121453. /**
  121454. * Gets active scene
  121455. */
  121456. readonly scene: Scene;
  121457. /**
  121458. * @constructor
  121459. * @param name The rendering pipeline name
  121460. * @param scene The scene linked to this pipeline
  121461. * @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 }
  121462. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121463. */
  121464. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121465. /**
  121466. * Get the class name
  121467. * @returns "SSAO2RenderingPipeline"
  121468. */
  121469. getClassName(): string;
  121470. /**
  121471. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121472. */
  121473. dispose(disableGeometryBufferRenderer?: boolean): void;
  121474. private _createBlurPostProcess;
  121475. /** @hidden */
  121476. _rebuild(): void;
  121477. private _bits;
  121478. private _radicalInverse_VdC;
  121479. private _hammersley;
  121480. private _hemisphereSample_uniform;
  121481. private _generateHemisphere;
  121482. private _createSSAOPostProcess;
  121483. private _createSSAOCombinePostProcess;
  121484. private _createRandomTexture;
  121485. /**
  121486. * Serialize the rendering pipeline (Used when exporting)
  121487. * @returns the serialized object
  121488. */
  121489. serialize(): any;
  121490. /**
  121491. * Parse the serialized pipeline
  121492. * @param source Source pipeline.
  121493. * @param scene The scene to load the pipeline to.
  121494. * @param rootUrl The URL of the serialized pipeline.
  121495. * @returns An instantiated pipeline from the serialized object.
  121496. */
  121497. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121498. }
  121499. }
  121500. declare module BABYLON {
  121501. /** @hidden */
  121502. export var ssaoPixelShader: {
  121503. name: string;
  121504. shader: string;
  121505. };
  121506. }
  121507. declare module BABYLON {
  121508. /**
  121509. * Render pipeline to produce ssao effect
  121510. */
  121511. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  121512. /**
  121513. * @ignore
  121514. * The PassPostProcess id in the pipeline that contains the original scene color
  121515. */
  121516. SSAOOriginalSceneColorEffect: string;
  121517. /**
  121518. * @ignore
  121519. * The SSAO PostProcess id in the pipeline
  121520. */
  121521. SSAORenderEffect: string;
  121522. /**
  121523. * @ignore
  121524. * The horizontal blur PostProcess id in the pipeline
  121525. */
  121526. SSAOBlurHRenderEffect: string;
  121527. /**
  121528. * @ignore
  121529. * The vertical blur PostProcess id in the pipeline
  121530. */
  121531. SSAOBlurVRenderEffect: string;
  121532. /**
  121533. * @ignore
  121534. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121535. */
  121536. SSAOCombineRenderEffect: string;
  121537. /**
  121538. * The output strength of the SSAO post-process. Default value is 1.0.
  121539. */
  121540. totalStrength: number;
  121541. /**
  121542. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  121543. */
  121544. radius: number;
  121545. /**
  121546. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  121547. * Must not be equal to fallOff and superior to fallOff.
  121548. * Default value is 0.0075
  121549. */
  121550. area: number;
  121551. /**
  121552. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  121553. * Must not be equal to area and inferior to area.
  121554. * Default value is 0.000001
  121555. */
  121556. fallOff: number;
  121557. /**
  121558. * The base color of the SSAO post-process
  121559. * The final result is "base + ssao" between [0, 1]
  121560. */
  121561. base: number;
  121562. private _scene;
  121563. private _depthTexture;
  121564. private _randomTexture;
  121565. private _originalColorPostProcess;
  121566. private _ssaoPostProcess;
  121567. private _blurHPostProcess;
  121568. private _blurVPostProcess;
  121569. private _ssaoCombinePostProcess;
  121570. private _firstUpdate;
  121571. /**
  121572. * Gets active scene
  121573. */
  121574. readonly scene: Scene;
  121575. /**
  121576. * @constructor
  121577. * @param name - The rendering pipeline name
  121578. * @param scene - The scene linked to this pipeline
  121579. * @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 }
  121580. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  121581. */
  121582. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121583. /**
  121584. * Get the class name
  121585. * @returns "SSAORenderingPipeline"
  121586. */
  121587. getClassName(): string;
  121588. /**
  121589. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121590. */
  121591. dispose(disableDepthRender?: boolean): void;
  121592. private _createBlurPostProcess;
  121593. /** @hidden */
  121594. _rebuild(): void;
  121595. private _createSSAOPostProcess;
  121596. private _createSSAOCombinePostProcess;
  121597. private _createRandomTexture;
  121598. }
  121599. }
  121600. declare module BABYLON {
  121601. /** @hidden */
  121602. export var standardPixelShader: {
  121603. name: string;
  121604. shader: string;
  121605. };
  121606. }
  121607. declare module BABYLON {
  121608. /**
  121609. * Standard rendering pipeline
  121610. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121611. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  121612. */
  121613. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121614. /**
  121615. * Public members
  121616. */
  121617. /**
  121618. * Post-process which contains the original scene color before the pipeline applies all the effects
  121619. */
  121620. originalPostProcess: Nullable<PostProcess>;
  121621. /**
  121622. * Post-process used to down scale an image x4
  121623. */
  121624. downSampleX4PostProcess: Nullable<PostProcess>;
  121625. /**
  121626. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  121627. */
  121628. brightPassPostProcess: Nullable<PostProcess>;
  121629. /**
  121630. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  121631. */
  121632. blurHPostProcesses: PostProcess[];
  121633. /**
  121634. * Post-process array storing all the vertical blur post-processes used by the pipeline
  121635. */
  121636. blurVPostProcesses: PostProcess[];
  121637. /**
  121638. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  121639. */
  121640. textureAdderPostProcess: Nullable<PostProcess>;
  121641. /**
  121642. * Post-process used to create volumetric lighting effect
  121643. */
  121644. volumetricLightPostProcess: Nullable<PostProcess>;
  121645. /**
  121646. * Post-process used to smooth the previous volumetric light post-process on the X axis
  121647. */
  121648. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  121649. /**
  121650. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  121651. */
  121652. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  121653. /**
  121654. * Post-process used to merge the volumetric light effect and the real scene color
  121655. */
  121656. volumetricLightMergePostProces: Nullable<PostProcess>;
  121657. /**
  121658. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  121659. */
  121660. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  121661. /**
  121662. * Base post-process used to calculate the average luminance of the final image for HDR
  121663. */
  121664. luminancePostProcess: Nullable<PostProcess>;
  121665. /**
  121666. * Post-processes used to create down sample post-processes in order to get
  121667. * the average luminance of the final image for HDR
  121668. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  121669. */
  121670. luminanceDownSamplePostProcesses: PostProcess[];
  121671. /**
  121672. * Post-process used to create a HDR effect (light adaptation)
  121673. */
  121674. hdrPostProcess: Nullable<PostProcess>;
  121675. /**
  121676. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  121677. */
  121678. textureAdderFinalPostProcess: Nullable<PostProcess>;
  121679. /**
  121680. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  121681. */
  121682. lensFlareFinalPostProcess: Nullable<PostProcess>;
  121683. /**
  121684. * Post-process used to merge the final HDR post-process and the real scene color
  121685. */
  121686. hdrFinalPostProcess: Nullable<PostProcess>;
  121687. /**
  121688. * Post-process used to create a lens flare effect
  121689. */
  121690. lensFlarePostProcess: Nullable<PostProcess>;
  121691. /**
  121692. * Post-process that merges the result of the lens flare post-process and the real scene color
  121693. */
  121694. lensFlareComposePostProcess: Nullable<PostProcess>;
  121695. /**
  121696. * Post-process used to create a motion blur effect
  121697. */
  121698. motionBlurPostProcess: Nullable<PostProcess>;
  121699. /**
  121700. * Post-process used to create a depth of field effect
  121701. */
  121702. depthOfFieldPostProcess: Nullable<PostProcess>;
  121703. /**
  121704. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121705. */
  121706. fxaaPostProcess: Nullable<FxaaPostProcess>;
  121707. /**
  121708. * Represents the brightness threshold in order to configure the illuminated surfaces
  121709. */
  121710. brightThreshold: number;
  121711. /**
  121712. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  121713. */
  121714. blurWidth: number;
  121715. /**
  121716. * Sets if the blur for highlighted surfaces must be only horizontal
  121717. */
  121718. horizontalBlur: boolean;
  121719. /**
  121720. * Gets the overall exposure used by the pipeline
  121721. */
  121722. /**
  121723. * Sets the overall exposure used by the pipeline
  121724. */
  121725. exposure: number;
  121726. /**
  121727. * Texture used typically to simulate "dirty" on camera lens
  121728. */
  121729. lensTexture: Nullable<Texture>;
  121730. /**
  121731. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  121732. */
  121733. volumetricLightCoefficient: number;
  121734. /**
  121735. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  121736. */
  121737. volumetricLightPower: number;
  121738. /**
  121739. * Used the set the blur intensity to smooth the volumetric lights
  121740. */
  121741. volumetricLightBlurScale: number;
  121742. /**
  121743. * Light (spot or directional) used to generate the volumetric lights rays
  121744. * The source light must have a shadow generate so the pipeline can get its
  121745. * depth map
  121746. */
  121747. sourceLight: Nullable<SpotLight | DirectionalLight>;
  121748. /**
  121749. * For eye adaptation, represents the minimum luminance the eye can see
  121750. */
  121751. hdrMinimumLuminance: number;
  121752. /**
  121753. * For eye adaptation, represents the decrease luminance speed
  121754. */
  121755. hdrDecreaseRate: number;
  121756. /**
  121757. * For eye adaptation, represents the increase luminance speed
  121758. */
  121759. hdrIncreaseRate: number;
  121760. /**
  121761. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121762. */
  121763. /**
  121764. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121765. */
  121766. hdrAutoExposure: boolean;
  121767. /**
  121768. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  121769. */
  121770. lensColorTexture: Nullable<Texture>;
  121771. /**
  121772. * The overall strengh for the lens flare effect
  121773. */
  121774. lensFlareStrength: number;
  121775. /**
  121776. * Dispersion coefficient for lens flare ghosts
  121777. */
  121778. lensFlareGhostDispersal: number;
  121779. /**
  121780. * Main lens flare halo width
  121781. */
  121782. lensFlareHaloWidth: number;
  121783. /**
  121784. * Based on the lens distortion effect, defines how much the lens flare result
  121785. * is distorted
  121786. */
  121787. lensFlareDistortionStrength: number;
  121788. /**
  121789. * Lens star texture must be used to simulate rays on the flares and is available
  121790. * in the documentation
  121791. */
  121792. lensStarTexture: Nullable<Texture>;
  121793. /**
  121794. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  121795. * flare effect by taking account of the dirt texture
  121796. */
  121797. lensFlareDirtTexture: Nullable<Texture>;
  121798. /**
  121799. * Represents the focal length for the depth of field effect
  121800. */
  121801. depthOfFieldDistance: number;
  121802. /**
  121803. * Represents the blur intensity for the blurred part of the depth of field effect
  121804. */
  121805. depthOfFieldBlurWidth: number;
  121806. /**
  121807. * Gets how much the image is blurred by the movement while using the motion blur post-process
  121808. */
  121809. /**
  121810. * Sets how much the image is blurred by the movement while using the motion blur post-process
  121811. */
  121812. motionStrength: number;
  121813. /**
  121814. * Gets wether or not the motion blur post-process is object based or screen based.
  121815. */
  121816. /**
  121817. * Sets wether or not the motion blur post-process should be object based or screen based
  121818. */
  121819. objectBasedMotionBlur: boolean;
  121820. /**
  121821. * List of animations for the pipeline (IAnimatable implementation)
  121822. */
  121823. animations: Animation[];
  121824. /**
  121825. * Private members
  121826. */
  121827. private _scene;
  121828. private _currentDepthOfFieldSource;
  121829. private _basePostProcess;
  121830. private _fixedExposure;
  121831. private _currentExposure;
  121832. private _hdrAutoExposure;
  121833. private _hdrCurrentLuminance;
  121834. private _motionStrength;
  121835. private _isObjectBasedMotionBlur;
  121836. private _floatTextureType;
  121837. private _ratio;
  121838. private _bloomEnabled;
  121839. private _depthOfFieldEnabled;
  121840. private _vlsEnabled;
  121841. private _lensFlareEnabled;
  121842. private _hdrEnabled;
  121843. private _motionBlurEnabled;
  121844. private _fxaaEnabled;
  121845. private _motionBlurSamples;
  121846. private _volumetricLightStepsCount;
  121847. private _samples;
  121848. /**
  121849. * @ignore
  121850. * Specifies if the bloom pipeline is enabled
  121851. */
  121852. BloomEnabled: boolean;
  121853. /**
  121854. * @ignore
  121855. * Specifies if the depth of field pipeline is enabed
  121856. */
  121857. DepthOfFieldEnabled: boolean;
  121858. /**
  121859. * @ignore
  121860. * Specifies if the lens flare pipeline is enabed
  121861. */
  121862. LensFlareEnabled: boolean;
  121863. /**
  121864. * @ignore
  121865. * Specifies if the HDR pipeline is enabled
  121866. */
  121867. HDREnabled: boolean;
  121868. /**
  121869. * @ignore
  121870. * Specifies if the volumetric lights scattering effect is enabled
  121871. */
  121872. VLSEnabled: boolean;
  121873. /**
  121874. * @ignore
  121875. * Specifies if the motion blur effect is enabled
  121876. */
  121877. MotionBlurEnabled: boolean;
  121878. /**
  121879. * Specifies if anti-aliasing is enabled
  121880. */
  121881. fxaaEnabled: boolean;
  121882. /**
  121883. * Specifies the number of steps used to calculate the volumetric lights
  121884. * Typically in interval [50, 200]
  121885. */
  121886. volumetricLightStepsCount: number;
  121887. /**
  121888. * Specifies the number of samples used for the motion blur effect
  121889. * Typically in interval [16, 64]
  121890. */
  121891. motionBlurSamples: number;
  121892. /**
  121893. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121894. */
  121895. samples: number;
  121896. /**
  121897. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121898. * @constructor
  121899. * @param name The rendering pipeline name
  121900. * @param scene The scene linked to this pipeline
  121901. * @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)
  121902. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  121903. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121904. */
  121905. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  121906. private _buildPipeline;
  121907. private _createDownSampleX4PostProcess;
  121908. private _createBrightPassPostProcess;
  121909. private _createBlurPostProcesses;
  121910. private _createTextureAdderPostProcess;
  121911. private _createVolumetricLightPostProcess;
  121912. private _createLuminancePostProcesses;
  121913. private _createHdrPostProcess;
  121914. private _createLensFlarePostProcess;
  121915. private _createDepthOfFieldPostProcess;
  121916. private _createMotionBlurPostProcess;
  121917. private _getDepthTexture;
  121918. private _disposePostProcesses;
  121919. /**
  121920. * Dispose of the pipeline and stop all post processes
  121921. */
  121922. dispose(): void;
  121923. /**
  121924. * Serialize the rendering pipeline (Used when exporting)
  121925. * @returns the serialized object
  121926. */
  121927. serialize(): any;
  121928. /**
  121929. * Parse the serialized pipeline
  121930. * @param source Source pipeline.
  121931. * @param scene The scene to load the pipeline to.
  121932. * @param rootUrl The URL of the serialized pipeline.
  121933. * @returns An instantiated pipeline from the serialized object.
  121934. */
  121935. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  121936. /**
  121937. * Luminance steps
  121938. */
  121939. static LuminanceSteps: number;
  121940. }
  121941. }
  121942. declare module BABYLON {
  121943. /** @hidden */
  121944. export var tonemapPixelShader: {
  121945. name: string;
  121946. shader: string;
  121947. };
  121948. }
  121949. declare module BABYLON {
  121950. /** Defines operator used for tonemapping */
  121951. export enum TonemappingOperator {
  121952. /** Hable */
  121953. Hable = 0,
  121954. /** Reinhard */
  121955. Reinhard = 1,
  121956. /** HejiDawson */
  121957. HejiDawson = 2,
  121958. /** Photographic */
  121959. Photographic = 3
  121960. }
  121961. /**
  121962. * Defines a post process to apply tone mapping
  121963. */
  121964. export class TonemapPostProcess extends PostProcess {
  121965. private _operator;
  121966. /** Defines the required exposure adjustement */
  121967. exposureAdjustment: number;
  121968. /**
  121969. * Creates a new TonemapPostProcess
  121970. * @param name defines the name of the postprocess
  121971. * @param _operator defines the operator to use
  121972. * @param exposureAdjustment defines the required exposure adjustement
  121973. * @param camera defines the camera to use (can be null)
  121974. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  121975. * @param engine defines the hosting engine (can be ignore if camera is set)
  121976. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121977. */
  121978. constructor(name: string, _operator: TonemappingOperator,
  121979. /** Defines the required exposure adjustement */
  121980. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  121981. }
  121982. }
  121983. declare module BABYLON {
  121984. /** @hidden */
  121985. export var depthVertexShader: {
  121986. name: string;
  121987. shader: string;
  121988. };
  121989. }
  121990. declare module BABYLON {
  121991. /** @hidden */
  121992. export var volumetricLightScatteringPixelShader: {
  121993. name: string;
  121994. shader: string;
  121995. };
  121996. }
  121997. declare module BABYLON {
  121998. /** @hidden */
  121999. export var volumetricLightScatteringPassPixelShader: {
  122000. name: string;
  122001. shader: string;
  122002. };
  122003. }
  122004. declare module BABYLON {
  122005. /**
  122006. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  122007. */
  122008. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122009. private _volumetricLightScatteringPass;
  122010. private _volumetricLightScatteringRTT;
  122011. private _viewPort;
  122012. private _screenCoordinates;
  122013. private _cachedDefines;
  122014. /**
  122015. * If not undefined, the mesh position is computed from the attached node position
  122016. */
  122017. attachedNode: {
  122018. position: Vector3;
  122019. };
  122020. /**
  122021. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122022. */
  122023. customMeshPosition: Vector3;
  122024. /**
  122025. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122026. */
  122027. useCustomMeshPosition: boolean;
  122028. /**
  122029. * If the post-process should inverse the light scattering direction
  122030. */
  122031. invert: boolean;
  122032. /**
  122033. * The internal mesh used by the post-process
  122034. */
  122035. mesh: Mesh;
  122036. /**
  122037. * @hidden
  122038. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122039. */
  122040. useDiffuseColor: boolean;
  122041. /**
  122042. * Array containing the excluded meshes not rendered in the internal pass
  122043. */
  122044. excludedMeshes: AbstractMesh[];
  122045. /**
  122046. * Controls the overall intensity of the post-process
  122047. */
  122048. exposure: number;
  122049. /**
  122050. * Dissipates each sample's contribution in range [0, 1]
  122051. */
  122052. decay: number;
  122053. /**
  122054. * Controls the overall intensity of each sample
  122055. */
  122056. weight: number;
  122057. /**
  122058. * Controls the density of each sample
  122059. */
  122060. density: number;
  122061. /**
  122062. * @constructor
  122063. * @param name The post-process name
  122064. * @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)
  122065. * @param camera The camera that the post-process will be attached to
  122066. * @param mesh The mesh used to create the light scattering
  122067. * @param samples The post-process quality, default 100
  122068. * @param samplingModeThe post-process filtering mode
  122069. * @param engine The babylon engine
  122070. * @param reusable If the post-process is reusable
  122071. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122072. */
  122073. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122074. /**
  122075. * Returns the string "VolumetricLightScatteringPostProcess"
  122076. * @returns "VolumetricLightScatteringPostProcess"
  122077. */
  122078. getClassName(): string;
  122079. private _isReady;
  122080. /**
  122081. * Sets the new light position for light scattering effect
  122082. * @param position The new custom light position
  122083. */
  122084. setCustomMeshPosition(position: Vector3): void;
  122085. /**
  122086. * Returns the light position for light scattering effect
  122087. * @return Vector3 The custom light position
  122088. */
  122089. getCustomMeshPosition(): Vector3;
  122090. /**
  122091. * Disposes the internal assets and detaches the post-process from the camera
  122092. */
  122093. dispose(camera: Camera): void;
  122094. /**
  122095. * Returns the render target texture used by the post-process
  122096. * @return the render target texture used by the post-process
  122097. */
  122098. getPass(): RenderTargetTexture;
  122099. private _meshExcluded;
  122100. private _createPass;
  122101. private _updateMeshScreenCoordinates;
  122102. /**
  122103. * Creates a default mesh for the Volumeric Light Scattering post-process
  122104. * @param name The mesh name
  122105. * @param scene The scene where to create the mesh
  122106. * @return the default mesh
  122107. */
  122108. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122109. }
  122110. }
  122111. declare module BABYLON {
  122112. interface Scene {
  122113. /** @hidden (Backing field) */
  122114. _boundingBoxRenderer: BoundingBoxRenderer;
  122115. /** @hidden (Backing field) */
  122116. _forceShowBoundingBoxes: boolean;
  122117. /**
  122118. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122119. */
  122120. forceShowBoundingBoxes: boolean;
  122121. /**
  122122. * Gets the bounding box renderer associated with the scene
  122123. * @returns a BoundingBoxRenderer
  122124. */
  122125. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122126. }
  122127. interface AbstractMesh {
  122128. /** @hidden (Backing field) */
  122129. _showBoundingBox: boolean;
  122130. /**
  122131. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122132. */
  122133. showBoundingBox: boolean;
  122134. }
  122135. /**
  122136. * Component responsible of rendering the bounding box of the meshes in a scene.
  122137. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122138. */
  122139. export class BoundingBoxRenderer implements ISceneComponent {
  122140. /**
  122141. * The component name helpfull to identify the component in the list of scene components.
  122142. */
  122143. readonly name: string;
  122144. /**
  122145. * The scene the component belongs to.
  122146. */
  122147. scene: Scene;
  122148. /**
  122149. * Color of the bounding box lines placed in front of an object
  122150. */
  122151. frontColor: Color3;
  122152. /**
  122153. * Color of the bounding box lines placed behind an object
  122154. */
  122155. backColor: Color3;
  122156. /**
  122157. * Defines if the renderer should show the back lines or not
  122158. */
  122159. showBackLines: boolean;
  122160. /**
  122161. * @hidden
  122162. */
  122163. renderList: SmartArray<BoundingBox>;
  122164. private _colorShader;
  122165. private _vertexBuffers;
  122166. private _indexBuffer;
  122167. private _fillIndexBuffer;
  122168. private _fillIndexData;
  122169. /**
  122170. * Instantiates a new bounding box renderer in a scene.
  122171. * @param scene the scene the renderer renders in
  122172. */
  122173. constructor(scene: Scene);
  122174. /**
  122175. * Registers the component in a given scene
  122176. */
  122177. register(): void;
  122178. private _evaluateSubMesh;
  122179. private _activeMesh;
  122180. private _prepareRessources;
  122181. private _createIndexBuffer;
  122182. /**
  122183. * Rebuilds the elements related to this component in case of
  122184. * context lost for instance.
  122185. */
  122186. rebuild(): void;
  122187. /**
  122188. * @hidden
  122189. */
  122190. reset(): void;
  122191. /**
  122192. * Render the bounding boxes of a specific rendering group
  122193. * @param renderingGroupId defines the rendering group to render
  122194. */
  122195. render(renderingGroupId: number): void;
  122196. /**
  122197. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122198. * @param mesh Define the mesh to render the occlusion bounding box for
  122199. */
  122200. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122201. /**
  122202. * Dispose and release the resources attached to this renderer.
  122203. */
  122204. dispose(): void;
  122205. }
  122206. }
  122207. declare module BABYLON {
  122208. /** @hidden */
  122209. export var depthPixelShader: {
  122210. name: string;
  122211. shader: string;
  122212. };
  122213. }
  122214. declare module BABYLON {
  122215. /**
  122216. * This represents a depth renderer in Babylon.
  122217. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122218. */
  122219. export class DepthRenderer {
  122220. private _scene;
  122221. private _depthMap;
  122222. private _effect;
  122223. private readonly _storeNonLinearDepth;
  122224. private readonly _clearColor;
  122225. /** Get if the depth renderer is using packed depth or not */
  122226. readonly isPacked: boolean;
  122227. private _cachedDefines;
  122228. private _camera;
  122229. /**
  122230. * Specifiess that the depth renderer will only be used within
  122231. * the camera it is created for.
  122232. * This can help forcing its rendering during the camera processing.
  122233. */
  122234. useOnlyInActiveCamera: boolean;
  122235. /** @hidden */
  122236. static _SceneComponentInitialization: (scene: Scene) => void;
  122237. /**
  122238. * Instantiates a depth renderer
  122239. * @param scene The scene the renderer belongs to
  122240. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122241. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122242. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122243. */
  122244. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122245. /**
  122246. * Creates the depth rendering effect and checks if the effect is ready.
  122247. * @param subMesh The submesh to be used to render the depth map of
  122248. * @param useInstances If multiple world instances should be used
  122249. * @returns if the depth renderer is ready to render the depth map
  122250. */
  122251. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122252. /**
  122253. * Gets the texture which the depth map will be written to.
  122254. * @returns The depth map texture
  122255. */
  122256. getDepthMap(): RenderTargetTexture;
  122257. /**
  122258. * Disposes of the depth renderer.
  122259. */
  122260. dispose(): void;
  122261. }
  122262. }
  122263. declare module BABYLON {
  122264. interface Scene {
  122265. /** @hidden (Backing field) */
  122266. _depthRenderer: {
  122267. [id: string]: DepthRenderer;
  122268. };
  122269. /**
  122270. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122271. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122272. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122273. * @returns the created depth renderer
  122274. */
  122275. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122276. /**
  122277. * Disables a depth renderer for a given camera
  122278. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122279. */
  122280. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122281. }
  122282. /**
  122283. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122284. * in several rendering techniques.
  122285. */
  122286. export class DepthRendererSceneComponent implements ISceneComponent {
  122287. /**
  122288. * The component name helpfull to identify the component in the list of scene components.
  122289. */
  122290. readonly name: string;
  122291. /**
  122292. * The scene the component belongs to.
  122293. */
  122294. scene: Scene;
  122295. /**
  122296. * Creates a new instance of the component for the given scene
  122297. * @param scene Defines the scene to register the component in
  122298. */
  122299. constructor(scene: Scene);
  122300. /**
  122301. * Registers the component in a given scene
  122302. */
  122303. register(): void;
  122304. /**
  122305. * Rebuilds the elements related to this component in case of
  122306. * context lost for instance.
  122307. */
  122308. rebuild(): void;
  122309. /**
  122310. * Disposes the component and the associated ressources
  122311. */
  122312. dispose(): void;
  122313. private _gatherRenderTargets;
  122314. private _gatherActiveCameraRenderTargets;
  122315. }
  122316. }
  122317. declare module BABYLON {
  122318. /** @hidden */
  122319. export var outlinePixelShader: {
  122320. name: string;
  122321. shader: string;
  122322. };
  122323. }
  122324. declare module BABYLON {
  122325. /** @hidden */
  122326. export var outlineVertexShader: {
  122327. name: string;
  122328. shader: string;
  122329. };
  122330. }
  122331. declare module BABYLON {
  122332. interface Scene {
  122333. /** @hidden */
  122334. _outlineRenderer: OutlineRenderer;
  122335. /**
  122336. * Gets the outline renderer associated with the scene
  122337. * @returns a OutlineRenderer
  122338. */
  122339. getOutlineRenderer(): OutlineRenderer;
  122340. }
  122341. interface AbstractMesh {
  122342. /** @hidden (Backing field) */
  122343. _renderOutline: boolean;
  122344. /**
  122345. * Gets or sets a boolean indicating if the outline must be rendered as well
  122346. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122347. */
  122348. renderOutline: boolean;
  122349. /** @hidden (Backing field) */
  122350. _renderOverlay: boolean;
  122351. /**
  122352. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122353. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122354. */
  122355. renderOverlay: boolean;
  122356. }
  122357. /**
  122358. * This class is responsible to draw bothe outline/overlay of meshes.
  122359. * It should not be used directly but through the available method on mesh.
  122360. */
  122361. export class OutlineRenderer implements ISceneComponent {
  122362. /**
  122363. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122364. */
  122365. private static _StencilReference;
  122366. /**
  122367. * The name of the component. Each component must have a unique name.
  122368. */
  122369. name: string;
  122370. /**
  122371. * The scene the component belongs to.
  122372. */
  122373. scene: Scene;
  122374. /**
  122375. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122376. */
  122377. zOffset: number;
  122378. private _engine;
  122379. private _effect;
  122380. private _cachedDefines;
  122381. private _savedDepthWrite;
  122382. /**
  122383. * Instantiates a new outline renderer. (There could be only one per scene).
  122384. * @param scene Defines the scene it belongs to
  122385. */
  122386. constructor(scene: Scene);
  122387. /**
  122388. * Register the component to one instance of a scene.
  122389. */
  122390. register(): void;
  122391. /**
  122392. * Rebuilds the elements related to this component in case of
  122393. * context lost for instance.
  122394. */
  122395. rebuild(): void;
  122396. /**
  122397. * Disposes the component and the associated ressources.
  122398. */
  122399. dispose(): void;
  122400. /**
  122401. * Renders the outline in the canvas.
  122402. * @param subMesh Defines the sumesh to render
  122403. * @param batch Defines the batch of meshes in case of instances
  122404. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122405. */
  122406. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122407. /**
  122408. * Returns whether or not the outline renderer is ready for a given submesh.
  122409. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122410. * @param subMesh Defines the submesh to check readyness for
  122411. * @param useInstances Defines wheter wee are trying to render instances or not
  122412. * @returns true if ready otherwise false
  122413. */
  122414. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122415. private _beforeRenderingMesh;
  122416. private _afterRenderingMesh;
  122417. }
  122418. }
  122419. declare module BABYLON {
  122420. /**
  122421. * Defines the list of states available for a task inside a AssetsManager
  122422. */
  122423. export enum AssetTaskState {
  122424. /**
  122425. * Initialization
  122426. */
  122427. INIT = 0,
  122428. /**
  122429. * Running
  122430. */
  122431. RUNNING = 1,
  122432. /**
  122433. * Done
  122434. */
  122435. DONE = 2,
  122436. /**
  122437. * Error
  122438. */
  122439. ERROR = 3
  122440. }
  122441. /**
  122442. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122443. */
  122444. export abstract class AbstractAssetTask {
  122445. /**
  122446. * Task name
  122447. */ name: string;
  122448. /**
  122449. * Callback called when the task is successful
  122450. */
  122451. onSuccess: (task: any) => void;
  122452. /**
  122453. * Callback called when the task is not successful
  122454. */
  122455. onError: (task: any, message?: string, exception?: any) => void;
  122456. /**
  122457. * Creates a new AssetsManager
  122458. * @param name defines the name of the task
  122459. */
  122460. constructor(
  122461. /**
  122462. * Task name
  122463. */ name: string);
  122464. private _isCompleted;
  122465. private _taskState;
  122466. private _errorObject;
  122467. /**
  122468. * Get if the task is completed
  122469. */
  122470. readonly isCompleted: boolean;
  122471. /**
  122472. * Gets the current state of the task
  122473. */
  122474. readonly taskState: AssetTaskState;
  122475. /**
  122476. * Gets the current error object (if task is in error)
  122477. */
  122478. readonly errorObject: {
  122479. message?: string;
  122480. exception?: any;
  122481. };
  122482. /**
  122483. * Internal only
  122484. * @hidden
  122485. */
  122486. _setErrorObject(message?: string, exception?: any): void;
  122487. /**
  122488. * Execute the current task
  122489. * @param scene defines the scene where you want your assets to be loaded
  122490. * @param onSuccess is a callback called when the task is successfully executed
  122491. * @param onError is a callback called if an error occurs
  122492. */
  122493. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122494. /**
  122495. * Execute the current task
  122496. * @param scene defines the scene where you want your assets to be loaded
  122497. * @param onSuccess is a callback called when the task is successfully executed
  122498. * @param onError is a callback called if an error occurs
  122499. */
  122500. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122501. /**
  122502. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  122503. * This can be used with failed tasks that have the reason for failure fixed.
  122504. */
  122505. reset(): void;
  122506. private onErrorCallback;
  122507. private onDoneCallback;
  122508. }
  122509. /**
  122510. * Define the interface used by progress events raised during assets loading
  122511. */
  122512. export interface IAssetsProgressEvent {
  122513. /**
  122514. * Defines the number of remaining tasks to process
  122515. */
  122516. remainingCount: number;
  122517. /**
  122518. * Defines the total number of tasks
  122519. */
  122520. totalCount: number;
  122521. /**
  122522. * Defines the task that was just processed
  122523. */
  122524. task: AbstractAssetTask;
  122525. }
  122526. /**
  122527. * Class used to share progress information about assets loading
  122528. */
  122529. export class AssetsProgressEvent implements IAssetsProgressEvent {
  122530. /**
  122531. * Defines the number of remaining tasks to process
  122532. */
  122533. remainingCount: number;
  122534. /**
  122535. * Defines the total number of tasks
  122536. */
  122537. totalCount: number;
  122538. /**
  122539. * Defines the task that was just processed
  122540. */
  122541. task: AbstractAssetTask;
  122542. /**
  122543. * Creates a AssetsProgressEvent
  122544. * @param remainingCount defines the number of remaining tasks to process
  122545. * @param totalCount defines the total number of tasks
  122546. * @param task defines the task that was just processed
  122547. */
  122548. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  122549. }
  122550. /**
  122551. * Define a task used by AssetsManager to load meshes
  122552. */
  122553. export class MeshAssetTask extends AbstractAssetTask {
  122554. /**
  122555. * Defines the name of the task
  122556. */
  122557. name: string;
  122558. /**
  122559. * Defines the list of mesh's names you want to load
  122560. */
  122561. meshesNames: any;
  122562. /**
  122563. * Defines the root url to use as a base to load your meshes and associated resources
  122564. */
  122565. rootUrl: string;
  122566. /**
  122567. * Defines the filename of the scene to load from
  122568. */
  122569. sceneFilename: string;
  122570. /**
  122571. * Gets the list of loaded meshes
  122572. */
  122573. loadedMeshes: Array<AbstractMesh>;
  122574. /**
  122575. * Gets the list of loaded particle systems
  122576. */
  122577. loadedParticleSystems: Array<IParticleSystem>;
  122578. /**
  122579. * Gets the list of loaded skeletons
  122580. */
  122581. loadedSkeletons: Array<Skeleton>;
  122582. /**
  122583. * Gets the list of loaded animation groups
  122584. */
  122585. loadedAnimationGroups: Array<AnimationGroup>;
  122586. /**
  122587. * Callback called when the task is successful
  122588. */
  122589. onSuccess: (task: MeshAssetTask) => void;
  122590. /**
  122591. * Callback called when the task is successful
  122592. */
  122593. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  122594. /**
  122595. * Creates a new MeshAssetTask
  122596. * @param name defines the name of the task
  122597. * @param meshesNames defines the list of mesh's names you want to load
  122598. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  122599. * @param sceneFilename defines the filename of the scene to load from
  122600. */
  122601. constructor(
  122602. /**
  122603. * Defines the name of the task
  122604. */
  122605. name: string,
  122606. /**
  122607. * Defines the list of mesh's names you want to load
  122608. */
  122609. meshesNames: any,
  122610. /**
  122611. * Defines the root url to use as a base to load your meshes and associated resources
  122612. */
  122613. rootUrl: string,
  122614. /**
  122615. * Defines the filename of the scene to load from
  122616. */
  122617. sceneFilename: string);
  122618. /**
  122619. * Execute the current task
  122620. * @param scene defines the scene where you want your assets to be loaded
  122621. * @param onSuccess is a callback called when the task is successfully executed
  122622. * @param onError is a callback called if an error occurs
  122623. */
  122624. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122625. }
  122626. /**
  122627. * Define a task used by AssetsManager to load text content
  122628. */
  122629. export class TextFileAssetTask extends AbstractAssetTask {
  122630. /**
  122631. * Defines the name of the task
  122632. */
  122633. name: string;
  122634. /**
  122635. * Defines the location of the file to load
  122636. */
  122637. url: string;
  122638. /**
  122639. * Gets the loaded text string
  122640. */
  122641. text: string;
  122642. /**
  122643. * Callback called when the task is successful
  122644. */
  122645. onSuccess: (task: TextFileAssetTask) => void;
  122646. /**
  122647. * Callback called when the task is successful
  122648. */
  122649. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  122650. /**
  122651. * Creates a new TextFileAssetTask object
  122652. * @param name defines the name of the task
  122653. * @param url defines the location of the file to load
  122654. */
  122655. constructor(
  122656. /**
  122657. * Defines the name of the task
  122658. */
  122659. name: string,
  122660. /**
  122661. * Defines the location of the file to load
  122662. */
  122663. url: string);
  122664. /**
  122665. * Execute the current task
  122666. * @param scene defines the scene where you want your assets to be loaded
  122667. * @param onSuccess is a callback called when the task is successfully executed
  122668. * @param onError is a callback called if an error occurs
  122669. */
  122670. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122671. }
  122672. /**
  122673. * Define a task used by AssetsManager to load binary data
  122674. */
  122675. export class BinaryFileAssetTask extends AbstractAssetTask {
  122676. /**
  122677. * Defines the name of the task
  122678. */
  122679. name: string;
  122680. /**
  122681. * Defines the location of the file to load
  122682. */
  122683. url: string;
  122684. /**
  122685. * Gets the lodaded data (as an array buffer)
  122686. */
  122687. data: ArrayBuffer;
  122688. /**
  122689. * Callback called when the task is successful
  122690. */
  122691. onSuccess: (task: BinaryFileAssetTask) => void;
  122692. /**
  122693. * Callback called when the task is successful
  122694. */
  122695. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  122696. /**
  122697. * Creates a new BinaryFileAssetTask object
  122698. * @param name defines the name of the new task
  122699. * @param url defines the location of the file to load
  122700. */
  122701. constructor(
  122702. /**
  122703. * Defines the name of the task
  122704. */
  122705. name: string,
  122706. /**
  122707. * Defines the location of the file to load
  122708. */
  122709. url: string);
  122710. /**
  122711. * Execute the current task
  122712. * @param scene defines the scene where you want your assets to be loaded
  122713. * @param onSuccess is a callback called when the task is successfully executed
  122714. * @param onError is a callback called if an error occurs
  122715. */
  122716. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122717. }
  122718. /**
  122719. * Define a task used by AssetsManager to load images
  122720. */
  122721. export class ImageAssetTask extends AbstractAssetTask {
  122722. /**
  122723. * Defines the name of the task
  122724. */
  122725. name: string;
  122726. /**
  122727. * Defines the location of the image to load
  122728. */
  122729. url: string;
  122730. /**
  122731. * Gets the loaded images
  122732. */
  122733. image: HTMLImageElement;
  122734. /**
  122735. * Callback called when the task is successful
  122736. */
  122737. onSuccess: (task: ImageAssetTask) => void;
  122738. /**
  122739. * Callback called when the task is successful
  122740. */
  122741. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  122742. /**
  122743. * Creates a new ImageAssetTask
  122744. * @param name defines the name of the task
  122745. * @param url defines the location of the image to load
  122746. */
  122747. constructor(
  122748. /**
  122749. * Defines the name of the task
  122750. */
  122751. name: string,
  122752. /**
  122753. * Defines the location of the image to load
  122754. */
  122755. url: string);
  122756. /**
  122757. * Execute the current task
  122758. * @param scene defines the scene where you want your assets to be loaded
  122759. * @param onSuccess is a callback called when the task is successfully executed
  122760. * @param onError is a callback called if an error occurs
  122761. */
  122762. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122763. }
  122764. /**
  122765. * Defines the interface used by texture loading tasks
  122766. */
  122767. export interface ITextureAssetTask<TEX extends BaseTexture> {
  122768. /**
  122769. * Gets the loaded texture
  122770. */
  122771. texture: TEX;
  122772. }
  122773. /**
  122774. * Define a task used by AssetsManager to load 2D textures
  122775. */
  122776. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  122777. /**
  122778. * Defines the name of the task
  122779. */
  122780. name: string;
  122781. /**
  122782. * Defines the location of the file to load
  122783. */
  122784. url: string;
  122785. /**
  122786. * Defines if mipmap should not be generated (default is false)
  122787. */
  122788. noMipmap?: boolean | undefined;
  122789. /**
  122790. * Defines if texture must be inverted on Y axis (default is false)
  122791. */
  122792. invertY?: boolean | undefined;
  122793. /**
  122794. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122795. */
  122796. samplingMode: number;
  122797. /**
  122798. * Gets the loaded texture
  122799. */
  122800. texture: Texture;
  122801. /**
  122802. * Callback called when the task is successful
  122803. */
  122804. onSuccess: (task: TextureAssetTask) => void;
  122805. /**
  122806. * Callback called when the task is successful
  122807. */
  122808. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  122809. /**
  122810. * Creates a new TextureAssetTask object
  122811. * @param name defines the name of the task
  122812. * @param url defines the location of the file to load
  122813. * @param noMipmap defines if mipmap should not be generated (default is false)
  122814. * @param invertY defines if texture must be inverted on Y axis (default is false)
  122815. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122816. */
  122817. constructor(
  122818. /**
  122819. * Defines the name of the task
  122820. */
  122821. name: string,
  122822. /**
  122823. * Defines the location of the file to load
  122824. */
  122825. url: string,
  122826. /**
  122827. * Defines if mipmap should not be generated (default is false)
  122828. */
  122829. noMipmap?: boolean | undefined,
  122830. /**
  122831. * Defines if texture must be inverted on Y axis (default is false)
  122832. */
  122833. invertY?: boolean | undefined,
  122834. /**
  122835. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122836. */
  122837. samplingMode?: number);
  122838. /**
  122839. * Execute the current task
  122840. * @param scene defines the scene where you want your assets to be loaded
  122841. * @param onSuccess is a callback called when the task is successfully executed
  122842. * @param onError is a callback called if an error occurs
  122843. */
  122844. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122845. }
  122846. /**
  122847. * Define a task used by AssetsManager to load cube textures
  122848. */
  122849. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  122850. /**
  122851. * Defines the name of the task
  122852. */
  122853. name: string;
  122854. /**
  122855. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122856. */
  122857. url: string;
  122858. /**
  122859. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122860. */
  122861. extensions?: string[] | undefined;
  122862. /**
  122863. * Defines if mipmaps should not be generated (default is false)
  122864. */
  122865. noMipmap?: boolean | undefined;
  122866. /**
  122867. * Defines the explicit list of files (undefined by default)
  122868. */
  122869. files?: string[] | undefined;
  122870. /**
  122871. * Gets the loaded texture
  122872. */
  122873. texture: CubeTexture;
  122874. /**
  122875. * Callback called when the task is successful
  122876. */
  122877. onSuccess: (task: CubeTextureAssetTask) => void;
  122878. /**
  122879. * Callback called when the task is successful
  122880. */
  122881. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  122882. /**
  122883. * Creates a new CubeTextureAssetTask
  122884. * @param name defines the name of the task
  122885. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122886. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122887. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122888. * @param files defines the explicit list of files (undefined by default)
  122889. */
  122890. constructor(
  122891. /**
  122892. * Defines the name of the task
  122893. */
  122894. name: string,
  122895. /**
  122896. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122897. */
  122898. url: string,
  122899. /**
  122900. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122901. */
  122902. extensions?: string[] | undefined,
  122903. /**
  122904. * Defines if mipmaps should not be generated (default is false)
  122905. */
  122906. noMipmap?: boolean | undefined,
  122907. /**
  122908. * Defines the explicit list of files (undefined by default)
  122909. */
  122910. files?: string[] | undefined);
  122911. /**
  122912. * Execute the current task
  122913. * @param scene defines the scene where you want your assets to be loaded
  122914. * @param onSuccess is a callback called when the task is successfully executed
  122915. * @param onError is a callback called if an error occurs
  122916. */
  122917. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122918. }
  122919. /**
  122920. * Define a task used by AssetsManager to load HDR cube textures
  122921. */
  122922. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  122923. /**
  122924. * Defines the name of the task
  122925. */
  122926. name: string;
  122927. /**
  122928. * Defines the location of the file to load
  122929. */
  122930. url: string;
  122931. /**
  122932. * Defines the desired size (the more it increases the longer the generation will be)
  122933. */
  122934. size: number;
  122935. /**
  122936. * Defines if mipmaps should not be generated (default is false)
  122937. */
  122938. noMipmap: boolean;
  122939. /**
  122940. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122941. */
  122942. generateHarmonics: boolean;
  122943. /**
  122944. * 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)
  122945. */
  122946. gammaSpace: boolean;
  122947. /**
  122948. * Internal Use Only
  122949. */
  122950. reserved: boolean;
  122951. /**
  122952. * Gets the loaded texture
  122953. */
  122954. texture: HDRCubeTexture;
  122955. /**
  122956. * Callback called when the task is successful
  122957. */
  122958. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  122959. /**
  122960. * Callback called when the task is successful
  122961. */
  122962. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  122963. /**
  122964. * Creates a new HDRCubeTextureAssetTask object
  122965. * @param name defines the name of the task
  122966. * @param url defines the location of the file to load
  122967. * @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.
  122968. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122969. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122970. * @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)
  122971. * @param reserved Internal use only
  122972. */
  122973. constructor(
  122974. /**
  122975. * Defines the name of the task
  122976. */
  122977. name: string,
  122978. /**
  122979. * Defines the location of the file to load
  122980. */
  122981. url: string,
  122982. /**
  122983. * Defines the desired size (the more it increases the longer the generation will be)
  122984. */
  122985. size: number,
  122986. /**
  122987. * Defines if mipmaps should not be generated (default is false)
  122988. */
  122989. noMipmap?: boolean,
  122990. /**
  122991. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122992. */
  122993. generateHarmonics?: boolean,
  122994. /**
  122995. * 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)
  122996. */
  122997. gammaSpace?: boolean,
  122998. /**
  122999. * Internal Use Only
  123000. */
  123001. reserved?: boolean);
  123002. /**
  123003. * Execute the current task
  123004. * @param scene defines the scene where you want your assets to be loaded
  123005. * @param onSuccess is a callback called when the task is successfully executed
  123006. * @param onError is a callback called if an error occurs
  123007. */
  123008. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123009. }
  123010. /**
  123011. * Define a task used by AssetsManager to load Equirectangular cube textures
  123012. */
  123013. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123014. /**
  123015. * Defines the name of the task
  123016. */
  123017. name: string;
  123018. /**
  123019. * Defines the location of the file to load
  123020. */
  123021. url: string;
  123022. /**
  123023. * Defines the desired size (the more it increases the longer the generation will be)
  123024. */
  123025. size: number;
  123026. /**
  123027. * Defines if mipmaps should not be generated (default is false)
  123028. */
  123029. noMipmap: boolean;
  123030. /**
  123031. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123032. * but the standard material would require them in Gamma space) (default is true)
  123033. */
  123034. gammaSpace: boolean;
  123035. /**
  123036. * Gets the loaded texture
  123037. */
  123038. texture: EquiRectangularCubeTexture;
  123039. /**
  123040. * Callback called when the task is successful
  123041. */
  123042. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123043. /**
  123044. * Callback called when the task is successful
  123045. */
  123046. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123047. /**
  123048. * Creates a new EquiRectangularCubeTextureAssetTask object
  123049. * @param name defines the name of the task
  123050. * @param url defines the location of the file to load
  123051. * @param size defines the desired size (the more it increases the longer the generation will be)
  123052. * If the size is omitted this implies you are using a preprocessed cubemap.
  123053. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123054. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123055. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123056. * (default is true)
  123057. */
  123058. constructor(
  123059. /**
  123060. * Defines the name of the task
  123061. */
  123062. name: string,
  123063. /**
  123064. * Defines the location of the file to load
  123065. */
  123066. url: string,
  123067. /**
  123068. * Defines the desired size (the more it increases the longer the generation will be)
  123069. */
  123070. size: number,
  123071. /**
  123072. * Defines if mipmaps should not be generated (default is false)
  123073. */
  123074. noMipmap?: boolean,
  123075. /**
  123076. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123077. * but the standard material would require them in Gamma space) (default is true)
  123078. */
  123079. gammaSpace?: boolean);
  123080. /**
  123081. * Execute the current task
  123082. * @param scene defines the scene where you want your assets to be loaded
  123083. * @param onSuccess is a callback called when the task is successfully executed
  123084. * @param onError is a callback called if an error occurs
  123085. */
  123086. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123087. }
  123088. /**
  123089. * This class can be used to easily import assets into a scene
  123090. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123091. */
  123092. export class AssetsManager {
  123093. private _scene;
  123094. private _isLoading;
  123095. protected _tasks: AbstractAssetTask[];
  123096. protected _waitingTasksCount: number;
  123097. protected _totalTasksCount: number;
  123098. /**
  123099. * Callback called when all tasks are processed
  123100. */
  123101. onFinish: (tasks: AbstractAssetTask[]) => void;
  123102. /**
  123103. * Callback called when a task is successful
  123104. */
  123105. onTaskSuccess: (task: AbstractAssetTask) => void;
  123106. /**
  123107. * Callback called when a task had an error
  123108. */
  123109. onTaskError: (task: AbstractAssetTask) => void;
  123110. /**
  123111. * Callback called when a task is done (whatever the result is)
  123112. */
  123113. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123114. /**
  123115. * Observable called when all tasks are processed
  123116. */
  123117. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123118. /**
  123119. * Observable called when a task had an error
  123120. */
  123121. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123122. /**
  123123. * Observable called when all tasks were executed
  123124. */
  123125. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123126. /**
  123127. * Observable called when a task is done (whatever the result is)
  123128. */
  123129. onProgressObservable: Observable<IAssetsProgressEvent>;
  123130. /**
  123131. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123132. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123133. */
  123134. useDefaultLoadingScreen: boolean;
  123135. /**
  123136. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123137. * when all assets have been downloaded.
  123138. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123139. */
  123140. autoHideLoadingUI: boolean;
  123141. /**
  123142. * Creates a new AssetsManager
  123143. * @param scene defines the scene to work on
  123144. */
  123145. constructor(scene: Scene);
  123146. /**
  123147. * Add a MeshAssetTask to the list of active tasks
  123148. * @param taskName defines the name of the new task
  123149. * @param meshesNames defines the name of meshes to load
  123150. * @param rootUrl defines the root url to use to locate files
  123151. * @param sceneFilename defines the filename of the scene file
  123152. * @returns a new MeshAssetTask object
  123153. */
  123154. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123155. /**
  123156. * Add a TextFileAssetTask to the list of active tasks
  123157. * @param taskName defines the name of the new task
  123158. * @param url defines the url of the file to load
  123159. * @returns a new TextFileAssetTask object
  123160. */
  123161. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123162. /**
  123163. * Add a BinaryFileAssetTask to the list of active tasks
  123164. * @param taskName defines the name of the new task
  123165. * @param url defines the url of the file to load
  123166. * @returns a new BinaryFileAssetTask object
  123167. */
  123168. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123169. /**
  123170. * Add a ImageAssetTask to the list of active tasks
  123171. * @param taskName defines the name of the new task
  123172. * @param url defines the url of the file to load
  123173. * @returns a new ImageAssetTask object
  123174. */
  123175. addImageTask(taskName: string, url: string): ImageAssetTask;
  123176. /**
  123177. * Add a TextureAssetTask to the list of active tasks
  123178. * @param taskName defines the name of the new task
  123179. * @param url defines the url of the file to load
  123180. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123181. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123182. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123183. * @returns a new TextureAssetTask object
  123184. */
  123185. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123186. /**
  123187. * Add a CubeTextureAssetTask to the list of active tasks
  123188. * @param taskName defines the name of the new task
  123189. * @param url defines the url of the file to load
  123190. * @param extensions defines the extension to use to load the cube map (can be null)
  123191. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123192. * @param files defines the list of files to load (can be null)
  123193. * @returns a new CubeTextureAssetTask object
  123194. */
  123195. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123196. /**
  123197. *
  123198. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123199. * @param taskName defines the name of the new task
  123200. * @param url defines the url of the file to load
  123201. * @param size defines the size you want for the cubemap (can be null)
  123202. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123203. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123204. * @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)
  123205. * @param reserved Internal use only
  123206. * @returns a new HDRCubeTextureAssetTask object
  123207. */
  123208. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123209. /**
  123210. *
  123211. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123212. * @param taskName defines the name of the new task
  123213. * @param url defines the url of the file to load
  123214. * @param size defines the size you want for the cubemap (can be null)
  123215. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123216. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123217. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123218. * @returns a new EquiRectangularCubeTextureAssetTask object
  123219. */
  123220. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123221. /**
  123222. * Remove a task from the assets manager.
  123223. * @param task the task to remove
  123224. */
  123225. removeTask(task: AbstractAssetTask): void;
  123226. private _decreaseWaitingTasksCount;
  123227. private _runTask;
  123228. /**
  123229. * Reset the AssetsManager and remove all tasks
  123230. * @return the current instance of the AssetsManager
  123231. */
  123232. reset(): AssetsManager;
  123233. /**
  123234. * Start the loading process
  123235. * @return the current instance of the AssetsManager
  123236. */
  123237. load(): AssetsManager;
  123238. /**
  123239. * Start the loading process as an async operation
  123240. * @return a promise returning the list of failed tasks
  123241. */
  123242. loadAsync(): Promise<void>;
  123243. }
  123244. }
  123245. declare module BABYLON {
  123246. /**
  123247. * Wrapper class for promise with external resolve and reject.
  123248. */
  123249. export class Deferred<T> {
  123250. /**
  123251. * The promise associated with this deferred object.
  123252. */
  123253. readonly promise: Promise<T>;
  123254. private _resolve;
  123255. private _reject;
  123256. /**
  123257. * The resolve method of the promise associated with this deferred object.
  123258. */
  123259. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123260. /**
  123261. * The reject method of the promise associated with this deferred object.
  123262. */
  123263. readonly reject: (reason?: any) => void;
  123264. /**
  123265. * Constructor for this deferred object.
  123266. */
  123267. constructor();
  123268. }
  123269. }
  123270. declare module BABYLON {
  123271. /**
  123272. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123273. */
  123274. export class MeshExploder {
  123275. private _centerMesh;
  123276. private _meshes;
  123277. private _meshesOrigins;
  123278. private _toCenterVectors;
  123279. private _scaledDirection;
  123280. private _newPosition;
  123281. private _centerPosition;
  123282. /**
  123283. * Explodes meshes from a center mesh.
  123284. * @param meshes The meshes to explode.
  123285. * @param centerMesh The mesh to be center of explosion.
  123286. */
  123287. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123288. private _setCenterMesh;
  123289. /**
  123290. * Get class name
  123291. * @returns "MeshExploder"
  123292. */
  123293. getClassName(): string;
  123294. /**
  123295. * "Exploded meshes"
  123296. * @returns Array of meshes with the centerMesh at index 0.
  123297. */
  123298. getMeshes(): Array<Mesh>;
  123299. /**
  123300. * Explodes meshes giving a specific direction
  123301. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123302. */
  123303. explode(direction?: number): void;
  123304. }
  123305. }
  123306. declare module BABYLON {
  123307. /**
  123308. * Class used to help managing file picking and drag'n'drop
  123309. */
  123310. export class FilesInput {
  123311. /**
  123312. * List of files ready to be loaded
  123313. */
  123314. static readonly FilesToLoad: {
  123315. [key: string]: File;
  123316. };
  123317. /**
  123318. * Callback called when a file is processed
  123319. */
  123320. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123321. private _engine;
  123322. private _currentScene;
  123323. private _sceneLoadedCallback;
  123324. private _progressCallback;
  123325. private _additionalRenderLoopLogicCallback;
  123326. private _textureLoadingCallback;
  123327. private _startingProcessingFilesCallback;
  123328. private _onReloadCallback;
  123329. private _errorCallback;
  123330. private _elementToMonitor;
  123331. private _sceneFileToLoad;
  123332. private _filesToLoad;
  123333. /**
  123334. * Creates a new FilesInput
  123335. * @param engine defines the rendering engine
  123336. * @param scene defines the hosting scene
  123337. * @param sceneLoadedCallback callback called when scene is loaded
  123338. * @param progressCallback callback called to track progress
  123339. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123340. * @param textureLoadingCallback callback called when a texture is loading
  123341. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123342. * @param onReloadCallback callback called when a reload is requested
  123343. * @param errorCallback callback call if an error occurs
  123344. */
  123345. 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);
  123346. private _dragEnterHandler;
  123347. private _dragOverHandler;
  123348. private _dropHandler;
  123349. /**
  123350. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123351. * @param elementToMonitor defines the DOM element to track
  123352. */
  123353. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123354. /**
  123355. * Release all associated resources
  123356. */
  123357. dispose(): void;
  123358. private renderFunction;
  123359. private drag;
  123360. private drop;
  123361. private _traverseFolder;
  123362. private _processFiles;
  123363. /**
  123364. * Load files from a drop event
  123365. * @param event defines the drop event to use as source
  123366. */
  123367. loadFiles(event: any): void;
  123368. private _processReload;
  123369. /**
  123370. * Reload the current scene from the loaded files
  123371. */
  123372. reload(): void;
  123373. }
  123374. }
  123375. declare module BABYLON {
  123376. /**
  123377. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123378. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123379. */
  123380. export class SceneOptimization {
  123381. /**
  123382. * Defines the priority of this optimization (0 by default which means first in the list)
  123383. */
  123384. priority: number;
  123385. /**
  123386. * Gets a string describing the action executed by the current optimization
  123387. * @returns description string
  123388. */
  123389. getDescription(): string;
  123390. /**
  123391. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123392. * @param scene defines the current scene where to apply this optimization
  123393. * @param optimizer defines the current optimizer
  123394. * @returns true if everything that can be done was applied
  123395. */
  123396. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123397. /**
  123398. * Creates the SceneOptimization object
  123399. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123400. * @param desc defines the description associated with the optimization
  123401. */
  123402. constructor(
  123403. /**
  123404. * Defines the priority of this optimization (0 by default which means first in the list)
  123405. */
  123406. priority?: number);
  123407. }
  123408. /**
  123409. * Defines an optimization used to reduce the size of render target textures
  123410. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123411. */
  123412. export class TextureOptimization extends SceneOptimization {
  123413. /**
  123414. * Defines the priority of this optimization (0 by default which means first in the list)
  123415. */
  123416. priority: number;
  123417. /**
  123418. * 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
  123419. */
  123420. maximumSize: number;
  123421. /**
  123422. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123423. */
  123424. step: number;
  123425. /**
  123426. * Gets a string describing the action executed by the current optimization
  123427. * @returns description string
  123428. */
  123429. getDescription(): string;
  123430. /**
  123431. * Creates the TextureOptimization object
  123432. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123433. * @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
  123434. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123435. */
  123436. constructor(
  123437. /**
  123438. * Defines the priority of this optimization (0 by default which means first in the list)
  123439. */
  123440. priority?: number,
  123441. /**
  123442. * 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
  123443. */
  123444. maximumSize?: number,
  123445. /**
  123446. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123447. */
  123448. step?: number);
  123449. /**
  123450. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123451. * @param scene defines the current scene where to apply this optimization
  123452. * @param optimizer defines the current optimizer
  123453. * @returns true if everything that can be done was applied
  123454. */
  123455. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123456. }
  123457. /**
  123458. * Defines an optimization used to increase or decrease the rendering resolution
  123459. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123460. */
  123461. export class HardwareScalingOptimization extends SceneOptimization {
  123462. /**
  123463. * Defines the priority of this optimization (0 by default which means first in the list)
  123464. */
  123465. priority: number;
  123466. /**
  123467. * Defines the maximum scale to use (2 by default)
  123468. */
  123469. maximumScale: number;
  123470. /**
  123471. * Defines the step to use between two passes (0.5 by default)
  123472. */
  123473. step: number;
  123474. private _currentScale;
  123475. private _directionOffset;
  123476. /**
  123477. * Gets a string describing the action executed by the current optimization
  123478. * @return description string
  123479. */
  123480. getDescription(): string;
  123481. /**
  123482. * Creates the HardwareScalingOptimization object
  123483. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123484. * @param maximumScale defines the maximum scale to use (2 by default)
  123485. * @param step defines the step to use between two passes (0.5 by default)
  123486. */
  123487. constructor(
  123488. /**
  123489. * Defines the priority of this optimization (0 by default which means first in the list)
  123490. */
  123491. priority?: number,
  123492. /**
  123493. * Defines the maximum scale to use (2 by default)
  123494. */
  123495. maximumScale?: number,
  123496. /**
  123497. * Defines the step to use between two passes (0.5 by default)
  123498. */
  123499. step?: number);
  123500. /**
  123501. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123502. * @param scene defines the current scene where to apply this optimization
  123503. * @param optimizer defines the current optimizer
  123504. * @returns true if everything that can be done was applied
  123505. */
  123506. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123507. }
  123508. /**
  123509. * Defines an optimization used to remove shadows
  123510. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123511. */
  123512. export class ShadowsOptimization extends SceneOptimization {
  123513. /**
  123514. * Gets a string describing the action executed by the current optimization
  123515. * @return description string
  123516. */
  123517. getDescription(): string;
  123518. /**
  123519. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123520. * @param scene defines the current scene where to apply this optimization
  123521. * @param optimizer defines the current optimizer
  123522. * @returns true if everything that can be done was applied
  123523. */
  123524. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123525. }
  123526. /**
  123527. * Defines an optimization used to turn post-processes off
  123528. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123529. */
  123530. export class PostProcessesOptimization extends SceneOptimization {
  123531. /**
  123532. * Gets a string describing the action executed by the current optimization
  123533. * @return description string
  123534. */
  123535. getDescription(): string;
  123536. /**
  123537. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123538. * @param scene defines the current scene where to apply this optimization
  123539. * @param optimizer defines the current optimizer
  123540. * @returns true if everything that can be done was applied
  123541. */
  123542. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123543. }
  123544. /**
  123545. * Defines an optimization used to turn lens flares off
  123546. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123547. */
  123548. export class LensFlaresOptimization extends SceneOptimization {
  123549. /**
  123550. * Gets a string describing the action executed by the current optimization
  123551. * @return description string
  123552. */
  123553. getDescription(): string;
  123554. /**
  123555. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123556. * @param scene defines the current scene where to apply this optimization
  123557. * @param optimizer defines the current optimizer
  123558. * @returns true if everything that can be done was applied
  123559. */
  123560. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123561. }
  123562. /**
  123563. * Defines an optimization based on user defined callback.
  123564. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123565. */
  123566. export class CustomOptimization extends SceneOptimization {
  123567. /**
  123568. * Callback called to apply the custom optimization.
  123569. */
  123570. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  123571. /**
  123572. * Callback called to get custom description
  123573. */
  123574. onGetDescription: () => string;
  123575. /**
  123576. * Gets a string describing the action executed by the current optimization
  123577. * @returns description string
  123578. */
  123579. getDescription(): string;
  123580. /**
  123581. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123582. * @param scene defines the current scene where to apply this optimization
  123583. * @param optimizer defines the current optimizer
  123584. * @returns true if everything that can be done was applied
  123585. */
  123586. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123587. }
  123588. /**
  123589. * Defines an optimization used to turn particles off
  123590. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123591. */
  123592. export class ParticlesOptimization extends SceneOptimization {
  123593. /**
  123594. * Gets a string describing the action executed by the current optimization
  123595. * @return description string
  123596. */
  123597. getDescription(): string;
  123598. /**
  123599. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123600. * @param scene defines the current scene where to apply this optimization
  123601. * @param optimizer defines the current optimizer
  123602. * @returns true if everything that can be done was applied
  123603. */
  123604. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123605. }
  123606. /**
  123607. * Defines an optimization used to turn render targets off
  123608. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123609. */
  123610. export class RenderTargetsOptimization extends SceneOptimization {
  123611. /**
  123612. * Gets a string describing the action executed by the current optimization
  123613. * @return description string
  123614. */
  123615. getDescription(): string;
  123616. /**
  123617. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123618. * @param scene defines the current scene where to apply this optimization
  123619. * @param optimizer defines the current optimizer
  123620. * @returns true if everything that can be done was applied
  123621. */
  123622. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123623. }
  123624. /**
  123625. * Defines an optimization used to merge meshes with compatible materials
  123626. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123627. */
  123628. export class MergeMeshesOptimization extends SceneOptimization {
  123629. private static _UpdateSelectionTree;
  123630. /**
  123631. * Gets or sets a boolean which defines if optimization octree has to be updated
  123632. */
  123633. /**
  123634. * Gets or sets a boolean which defines if optimization octree has to be updated
  123635. */
  123636. static UpdateSelectionTree: boolean;
  123637. /**
  123638. * Gets a string describing the action executed by the current optimization
  123639. * @return description string
  123640. */
  123641. getDescription(): string;
  123642. private _canBeMerged;
  123643. /**
  123644. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123645. * @param scene defines the current scene where to apply this optimization
  123646. * @param optimizer defines the current optimizer
  123647. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  123648. * @returns true if everything that can be done was applied
  123649. */
  123650. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  123651. }
  123652. /**
  123653. * Defines a list of options used by SceneOptimizer
  123654. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123655. */
  123656. export class SceneOptimizerOptions {
  123657. /**
  123658. * Defines the target frame rate to reach (60 by default)
  123659. */
  123660. targetFrameRate: number;
  123661. /**
  123662. * Defines the interval between two checkes (2000ms by default)
  123663. */
  123664. trackerDuration: number;
  123665. /**
  123666. * Gets the list of optimizations to apply
  123667. */
  123668. optimizations: SceneOptimization[];
  123669. /**
  123670. * Creates a new list of options used by SceneOptimizer
  123671. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  123672. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  123673. */
  123674. constructor(
  123675. /**
  123676. * Defines the target frame rate to reach (60 by default)
  123677. */
  123678. targetFrameRate?: number,
  123679. /**
  123680. * Defines the interval between two checkes (2000ms by default)
  123681. */
  123682. trackerDuration?: number);
  123683. /**
  123684. * Add a new optimization
  123685. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  123686. * @returns the current SceneOptimizerOptions
  123687. */
  123688. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  123689. /**
  123690. * Add a new custom optimization
  123691. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  123692. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  123693. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123694. * @returns the current SceneOptimizerOptions
  123695. */
  123696. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  123697. /**
  123698. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  123699. * @param targetFrameRate defines the target frame rate (60 by default)
  123700. * @returns a SceneOptimizerOptions object
  123701. */
  123702. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123703. /**
  123704. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  123705. * @param targetFrameRate defines the target frame rate (60 by default)
  123706. * @returns a SceneOptimizerOptions object
  123707. */
  123708. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123709. /**
  123710. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  123711. * @param targetFrameRate defines the target frame rate (60 by default)
  123712. * @returns a SceneOptimizerOptions object
  123713. */
  123714. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123715. }
  123716. /**
  123717. * Class used to run optimizations in order to reach a target frame rate
  123718. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123719. */
  123720. export class SceneOptimizer implements IDisposable {
  123721. private _isRunning;
  123722. private _options;
  123723. private _scene;
  123724. private _currentPriorityLevel;
  123725. private _targetFrameRate;
  123726. private _trackerDuration;
  123727. private _currentFrameRate;
  123728. private _sceneDisposeObserver;
  123729. private _improvementMode;
  123730. /**
  123731. * Defines an observable called when the optimizer reaches the target frame rate
  123732. */
  123733. onSuccessObservable: Observable<SceneOptimizer>;
  123734. /**
  123735. * Defines an observable called when the optimizer enables an optimization
  123736. */
  123737. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  123738. /**
  123739. * Defines an observable called when the optimizer is not able to reach the target frame rate
  123740. */
  123741. onFailureObservable: Observable<SceneOptimizer>;
  123742. /**
  123743. * Gets a boolean indicating if the optimizer is in improvement mode
  123744. */
  123745. readonly isInImprovementMode: boolean;
  123746. /**
  123747. * Gets the current priority level (0 at start)
  123748. */
  123749. readonly currentPriorityLevel: number;
  123750. /**
  123751. * Gets the current frame rate checked by the SceneOptimizer
  123752. */
  123753. readonly currentFrameRate: number;
  123754. /**
  123755. * Gets or sets the current target frame rate (60 by default)
  123756. */
  123757. /**
  123758. * Gets or sets the current target frame rate (60 by default)
  123759. */
  123760. targetFrameRate: number;
  123761. /**
  123762. * Gets or sets the current interval between two checks (every 2000ms by default)
  123763. */
  123764. /**
  123765. * Gets or sets the current interval between two checks (every 2000ms by default)
  123766. */
  123767. trackerDuration: number;
  123768. /**
  123769. * Gets the list of active optimizations
  123770. */
  123771. readonly optimizations: SceneOptimization[];
  123772. /**
  123773. * Creates a new SceneOptimizer
  123774. * @param scene defines the scene to work on
  123775. * @param options defines the options to use with the SceneOptimizer
  123776. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  123777. * @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)
  123778. */
  123779. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  123780. /**
  123781. * Stops the current optimizer
  123782. */
  123783. stop(): void;
  123784. /**
  123785. * Reset the optimizer to initial step (current priority level = 0)
  123786. */
  123787. reset(): void;
  123788. /**
  123789. * Start the optimizer. By default it will try to reach a specific framerate
  123790. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  123791. */
  123792. start(): void;
  123793. private _checkCurrentState;
  123794. /**
  123795. * Release all resources
  123796. */
  123797. dispose(): void;
  123798. /**
  123799. * Helper function to create a SceneOptimizer with one single line of code
  123800. * @param scene defines the scene to work on
  123801. * @param options defines the options to use with the SceneOptimizer
  123802. * @param onSuccess defines a callback to call on success
  123803. * @param onFailure defines a callback to call on failure
  123804. * @returns the new SceneOptimizer object
  123805. */
  123806. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  123807. }
  123808. }
  123809. declare module BABYLON {
  123810. /**
  123811. * Class used to serialize a scene into a string
  123812. */
  123813. export class SceneSerializer {
  123814. /**
  123815. * Clear cache used by a previous serialization
  123816. */
  123817. static ClearCache(): void;
  123818. /**
  123819. * Serialize a scene into a JSON compatible object
  123820. * @param scene defines the scene to serialize
  123821. * @returns a JSON compatible object
  123822. */
  123823. static Serialize(scene: Scene): any;
  123824. /**
  123825. * Serialize a mesh into a JSON compatible object
  123826. * @param toSerialize defines the mesh to serialize
  123827. * @param withParents defines if parents must be serialized as well
  123828. * @param withChildren defines if children must be serialized as well
  123829. * @returns a JSON compatible object
  123830. */
  123831. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  123832. }
  123833. }
  123834. declare module BABYLON {
  123835. /**
  123836. * Class used to host texture specific utilities
  123837. */
  123838. export class TextureTools {
  123839. /**
  123840. * Uses the GPU to create a copy texture rescaled at a given size
  123841. * @param texture Texture to copy from
  123842. * @param width defines the desired width
  123843. * @param height defines the desired height
  123844. * @param useBilinearMode defines if bilinear mode has to be used
  123845. * @return the generated texture
  123846. */
  123847. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  123848. }
  123849. }
  123850. declare module BABYLON {
  123851. /**
  123852. * This represents the different options available for the video capture.
  123853. */
  123854. export interface VideoRecorderOptions {
  123855. /** Defines the mime type of the video. */
  123856. mimeType: string;
  123857. /** Defines the FPS the video should be recorded at. */
  123858. fps: number;
  123859. /** Defines the chunk size for the recording data. */
  123860. recordChunckSize: number;
  123861. /** The audio tracks to attach to the recording. */
  123862. audioTracks?: MediaStreamTrack[];
  123863. }
  123864. /**
  123865. * This can help with recording videos from BabylonJS.
  123866. * This is based on the available WebRTC functionalities of the browser.
  123867. *
  123868. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  123869. */
  123870. export class VideoRecorder {
  123871. private static readonly _defaultOptions;
  123872. /**
  123873. * Returns whether or not the VideoRecorder is available in your browser.
  123874. * @param engine Defines the Babylon Engine.
  123875. * @returns true if supported otherwise false.
  123876. */
  123877. static IsSupported(engine: Engine): boolean;
  123878. private readonly _options;
  123879. private _canvas;
  123880. private _mediaRecorder;
  123881. private _recordedChunks;
  123882. private _fileName;
  123883. private _resolve;
  123884. private _reject;
  123885. /**
  123886. * True when a recording is already in progress.
  123887. */
  123888. readonly isRecording: boolean;
  123889. /**
  123890. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  123891. * @param engine Defines the BabylonJS Engine you wish to record.
  123892. * @param options Defines options that can be used to customize the capture.
  123893. */
  123894. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  123895. /**
  123896. * Stops the current recording before the default capture timeout passed in the startRecording function.
  123897. */
  123898. stopRecording(): void;
  123899. /**
  123900. * Starts recording the canvas for a max duration specified in parameters.
  123901. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  123902. * If null no automatic download will start and you can rely on the promise to get the data back.
  123903. * @param maxDuration Defines the maximum recording time in seconds.
  123904. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  123905. * @return A promise callback at the end of the recording with the video data in Blob.
  123906. */
  123907. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  123908. /**
  123909. * Releases internal resources used during the recording.
  123910. */
  123911. dispose(): void;
  123912. private _handleDataAvailable;
  123913. private _handleError;
  123914. private _handleStop;
  123915. }
  123916. }
  123917. declare module BABYLON {
  123918. /**
  123919. * Class containing a set of static utilities functions for screenshots
  123920. */
  123921. export class ScreenshotTools {
  123922. /**
  123923. * Captures a screenshot of the current rendering
  123924. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123925. * @param engine defines the rendering engine
  123926. * @param camera defines the source camera
  123927. * @param size This parameter can be set to a single number or to an object with the
  123928. * following (optional) properties: precision, width, height. If a single number is passed,
  123929. * it will be used for both width and height. If an object is passed, the screenshot size
  123930. * will be derived from the parameters. The precision property is a multiplier allowing
  123931. * rendering at a higher or lower resolution
  123932. * @param successCallback defines the callback receives a single parameter which contains the
  123933. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123934. * src parameter of an <img> to display it
  123935. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  123936. * Check your browser for supported MIME types
  123937. */
  123938. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  123939. /**
  123940. * Generates an image screenshot from the specified camera.
  123941. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123942. * @param engine The engine to use for rendering
  123943. * @param camera The camera to use for rendering
  123944. * @param size This parameter can be set to a single number or to an object with the
  123945. * following (optional) properties: precision, width, height. If a single number is passed,
  123946. * it will be used for both width and height. If an object is passed, the screenshot size
  123947. * will be derived from the parameters. The precision property is a multiplier allowing
  123948. * rendering at a higher or lower resolution
  123949. * @param successCallback The callback receives a single parameter which contains the
  123950. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123951. * src parameter of an <img> to display it
  123952. * @param mimeType The MIME type of the screenshot image (default: image/png).
  123953. * Check your browser for supported MIME types
  123954. * @param samples Texture samples (default: 1)
  123955. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  123956. * @param fileName A name for for the downloaded file.
  123957. */
  123958. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  123959. }
  123960. }
  123961. declare module BABYLON {
  123962. /**
  123963. * A cursor which tracks a point on a path
  123964. */
  123965. export class PathCursor {
  123966. private path;
  123967. /**
  123968. * Stores path cursor callbacks for when an onchange event is triggered
  123969. */
  123970. private _onchange;
  123971. /**
  123972. * The value of the path cursor
  123973. */
  123974. value: number;
  123975. /**
  123976. * The animation array of the path cursor
  123977. */
  123978. animations: Animation[];
  123979. /**
  123980. * Initializes the path cursor
  123981. * @param path The path to track
  123982. */
  123983. constructor(path: Path2);
  123984. /**
  123985. * Gets the cursor point on the path
  123986. * @returns A point on the path cursor at the cursor location
  123987. */
  123988. getPoint(): Vector3;
  123989. /**
  123990. * Moves the cursor ahead by the step amount
  123991. * @param step The amount to move the cursor forward
  123992. * @returns This path cursor
  123993. */
  123994. moveAhead(step?: number): PathCursor;
  123995. /**
  123996. * Moves the cursor behind by the step amount
  123997. * @param step The amount to move the cursor back
  123998. * @returns This path cursor
  123999. */
  124000. moveBack(step?: number): PathCursor;
  124001. /**
  124002. * Moves the cursor by the step amount
  124003. * If the step amount is greater than one, an exception is thrown
  124004. * @param step The amount to move the cursor
  124005. * @returns This path cursor
  124006. */
  124007. move(step: number): PathCursor;
  124008. /**
  124009. * Ensures that the value is limited between zero and one
  124010. * @returns This path cursor
  124011. */
  124012. private ensureLimits;
  124013. /**
  124014. * Runs onchange callbacks on change (used by the animation engine)
  124015. * @returns This path cursor
  124016. */
  124017. private raiseOnChange;
  124018. /**
  124019. * Executes a function on change
  124020. * @param f A path cursor onchange callback
  124021. * @returns This path cursor
  124022. */
  124023. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124024. }
  124025. }
  124026. declare module BABYLON {
  124027. /** @hidden */
  124028. export var blurPixelShader: {
  124029. name: string;
  124030. shader: string;
  124031. };
  124032. }
  124033. declare module BABYLON {
  124034. /** @hidden */
  124035. export var pointCloudVertexDeclaration: {
  124036. name: string;
  124037. shader: string;
  124038. };
  124039. }
  124040. // Mixins
  124041. interface Window {
  124042. mozIndexedDB: IDBFactory;
  124043. webkitIndexedDB: IDBFactory;
  124044. msIndexedDB: IDBFactory;
  124045. webkitURL: typeof URL;
  124046. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124047. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124048. WebGLRenderingContext: WebGLRenderingContext;
  124049. MSGesture: MSGesture;
  124050. CANNON: any;
  124051. AudioContext: AudioContext;
  124052. webkitAudioContext: AudioContext;
  124053. PointerEvent: any;
  124054. Math: Math;
  124055. Uint8Array: Uint8ArrayConstructor;
  124056. Float32Array: Float32ArrayConstructor;
  124057. mozURL: typeof URL;
  124058. msURL: typeof URL;
  124059. VRFrameData: any; // WebVR, from specs 1.1
  124060. DracoDecoderModule: any;
  124061. setImmediate(handler: (...args: any[]) => void): number;
  124062. }
  124063. interface HTMLCanvasElement {
  124064. requestPointerLock(): void;
  124065. msRequestPointerLock?(): void;
  124066. mozRequestPointerLock?(): void;
  124067. webkitRequestPointerLock?(): void;
  124068. /** Track wether a record is in progress */
  124069. isRecording: boolean;
  124070. /** Capture Stream method defined by some browsers */
  124071. captureStream(fps?: number): MediaStream;
  124072. }
  124073. interface CanvasRenderingContext2D {
  124074. msImageSmoothingEnabled: boolean;
  124075. }
  124076. interface MouseEvent {
  124077. mozMovementX: number;
  124078. mozMovementY: number;
  124079. webkitMovementX: number;
  124080. webkitMovementY: number;
  124081. msMovementX: number;
  124082. msMovementY: number;
  124083. }
  124084. interface Navigator {
  124085. mozGetVRDevices: (any: any) => any;
  124086. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124087. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124088. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124089. webkitGetGamepads(): Gamepad[];
  124090. msGetGamepads(): Gamepad[];
  124091. webkitGamepads(): Gamepad[];
  124092. }
  124093. interface HTMLVideoElement {
  124094. mozSrcObject: any;
  124095. }
  124096. interface Math {
  124097. fround(x: number): number;
  124098. imul(a: number, b: number): number;
  124099. }
  124100. interface WebGLRenderingContext {
  124101. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124102. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124103. vertexAttribDivisor(index: number, divisor: number): void;
  124104. createVertexArray(): any;
  124105. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124106. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124107. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124108. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124109. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124110. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124111. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124112. // Queries
  124113. createQuery(): WebGLQuery;
  124114. deleteQuery(query: WebGLQuery): void;
  124115. beginQuery(target: number, query: WebGLQuery): void;
  124116. endQuery(target: number): void;
  124117. getQueryParameter(query: WebGLQuery, pname: number): any;
  124118. getQuery(target: number, pname: number): any;
  124119. MAX_SAMPLES: number;
  124120. RGBA8: number;
  124121. READ_FRAMEBUFFER: number;
  124122. DRAW_FRAMEBUFFER: number;
  124123. UNIFORM_BUFFER: number;
  124124. HALF_FLOAT_OES: number;
  124125. RGBA16F: number;
  124126. RGBA32F: number;
  124127. R32F: number;
  124128. RG32F: number;
  124129. RGB32F: number;
  124130. R16F: number;
  124131. RG16F: number;
  124132. RGB16F: number;
  124133. RED: number;
  124134. RG: number;
  124135. R8: number;
  124136. RG8: number;
  124137. UNSIGNED_INT_24_8: number;
  124138. DEPTH24_STENCIL8: number;
  124139. /* Multiple Render Targets */
  124140. drawBuffers(buffers: number[]): void;
  124141. readBuffer(src: number): void;
  124142. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124143. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124144. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124145. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124146. // Occlusion Query
  124147. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124148. ANY_SAMPLES_PASSED: number;
  124149. QUERY_RESULT_AVAILABLE: number;
  124150. QUERY_RESULT: number;
  124151. }
  124152. interface WebGLProgram {
  124153. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124154. }
  124155. interface EXT_disjoint_timer_query {
  124156. QUERY_COUNTER_BITS_EXT: number;
  124157. TIME_ELAPSED_EXT: number;
  124158. TIMESTAMP_EXT: number;
  124159. GPU_DISJOINT_EXT: number;
  124160. QUERY_RESULT_EXT: number;
  124161. QUERY_RESULT_AVAILABLE_EXT: number;
  124162. queryCounterEXT(query: WebGLQuery, target: number): void;
  124163. createQueryEXT(): WebGLQuery;
  124164. beginQueryEXT(target: number, query: WebGLQuery): void;
  124165. endQueryEXT(target: number): void;
  124166. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124167. deleteQueryEXT(query: WebGLQuery): void;
  124168. }
  124169. interface WebGLUniformLocation {
  124170. _currentState: any;
  124171. }
  124172. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124173. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124174. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124175. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124176. interface WebGLRenderingContext {
  124177. readonly RASTERIZER_DISCARD: number;
  124178. readonly DEPTH_COMPONENT24: number;
  124179. readonly TEXTURE_3D: number;
  124180. readonly TEXTURE_2D_ARRAY: number;
  124181. readonly TEXTURE_COMPARE_FUNC: number;
  124182. readonly TEXTURE_COMPARE_MODE: number;
  124183. readonly COMPARE_REF_TO_TEXTURE: number;
  124184. readonly TEXTURE_WRAP_R: number;
  124185. readonly HALF_FLOAT: number;
  124186. readonly RGB8: number;
  124187. readonly RED_INTEGER: number;
  124188. readonly RG_INTEGER: number;
  124189. readonly RGB_INTEGER: number;
  124190. readonly RGBA_INTEGER: number;
  124191. readonly R8_SNORM: number;
  124192. readonly RG8_SNORM: number;
  124193. readonly RGB8_SNORM: number;
  124194. readonly RGBA8_SNORM: number;
  124195. readonly R8I: number;
  124196. readonly RG8I: number;
  124197. readonly RGB8I: number;
  124198. readonly RGBA8I: number;
  124199. readonly R8UI: number;
  124200. readonly RG8UI: number;
  124201. readonly RGB8UI: number;
  124202. readonly RGBA8UI: number;
  124203. readonly R16I: number;
  124204. readonly RG16I: number;
  124205. readonly RGB16I: number;
  124206. readonly RGBA16I: number;
  124207. readonly R16UI: number;
  124208. readonly RG16UI: number;
  124209. readonly RGB16UI: number;
  124210. readonly RGBA16UI: number;
  124211. readonly R32I: number;
  124212. readonly RG32I: number;
  124213. readonly RGB32I: number;
  124214. readonly RGBA32I: number;
  124215. readonly R32UI: number;
  124216. readonly RG32UI: number;
  124217. readonly RGB32UI: number;
  124218. readonly RGBA32UI: number;
  124219. readonly RGB10_A2UI: number;
  124220. readonly R11F_G11F_B10F: number;
  124221. readonly RGB9_E5: number;
  124222. readonly RGB10_A2: number;
  124223. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124224. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124225. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124226. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124227. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124228. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124229. 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;
  124230. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124231. readonly TRANSFORM_FEEDBACK: number;
  124232. readonly INTERLEAVED_ATTRIBS: number;
  124233. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124234. createTransformFeedback(): WebGLTransformFeedback;
  124235. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124236. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124237. beginTransformFeedback(primitiveMode: number): void;
  124238. endTransformFeedback(): void;
  124239. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124240. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124241. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124242. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124243. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124244. }
  124245. interface ImageBitmap {
  124246. readonly width: number;
  124247. readonly height: number;
  124248. close(): void;
  124249. }
  124250. interface WebGLQuery extends WebGLObject {
  124251. }
  124252. declare var WebGLQuery: {
  124253. prototype: WebGLQuery;
  124254. new(): WebGLQuery;
  124255. };
  124256. interface WebGLSampler extends WebGLObject {
  124257. }
  124258. declare var WebGLSampler: {
  124259. prototype: WebGLSampler;
  124260. new(): WebGLSampler;
  124261. };
  124262. interface WebGLSync extends WebGLObject {
  124263. }
  124264. declare var WebGLSync: {
  124265. prototype: WebGLSync;
  124266. new(): WebGLSync;
  124267. };
  124268. interface WebGLTransformFeedback extends WebGLObject {
  124269. }
  124270. declare var WebGLTransformFeedback: {
  124271. prototype: WebGLTransformFeedback;
  124272. new(): WebGLTransformFeedback;
  124273. };
  124274. interface WebGLVertexArrayObject extends WebGLObject {
  124275. }
  124276. declare var WebGLVertexArrayObject: {
  124277. prototype: WebGLVertexArrayObject;
  124278. new(): WebGLVertexArrayObject;
  124279. };
  124280. // Type definitions for WebVR API
  124281. // Project: https://w3c.github.io/webvr/
  124282. // Definitions by: six a <https://github.com/lostfictions>
  124283. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124284. interface VRDisplay extends EventTarget {
  124285. /**
  124286. * Dictionary of capabilities describing the VRDisplay.
  124287. */
  124288. readonly capabilities: VRDisplayCapabilities;
  124289. /**
  124290. * z-depth defining the far plane of the eye view frustum
  124291. * enables mapping of values in the render target depth
  124292. * attachment to scene coordinates. Initially set to 10000.0.
  124293. */
  124294. depthFar: number;
  124295. /**
  124296. * z-depth defining the near plane of the eye view frustum
  124297. * enables mapping of values in the render target depth
  124298. * attachment to scene coordinates. Initially set to 0.01.
  124299. */
  124300. depthNear: number;
  124301. /**
  124302. * An identifier for this distinct VRDisplay. Used as an
  124303. * association point in the Gamepad API.
  124304. */
  124305. readonly displayId: number;
  124306. /**
  124307. * A display name, a user-readable name identifying it.
  124308. */
  124309. readonly displayName: string;
  124310. readonly isConnected: boolean;
  124311. readonly isPresenting: boolean;
  124312. /**
  124313. * If this VRDisplay supports room-scale experiences, the optional
  124314. * stage attribute contains details on the room-scale parameters.
  124315. */
  124316. readonly stageParameters: VRStageParameters | null;
  124317. /**
  124318. * Passing the value returned by `requestAnimationFrame` to
  124319. * `cancelAnimationFrame` will unregister the callback.
  124320. * @param handle Define the hanle of the request to cancel
  124321. */
  124322. cancelAnimationFrame(handle: number): void;
  124323. /**
  124324. * Stops presenting to the VRDisplay.
  124325. * @returns a promise to know when it stopped
  124326. */
  124327. exitPresent(): Promise<void>;
  124328. /**
  124329. * Return the current VREyeParameters for the given eye.
  124330. * @param whichEye Define the eye we want the parameter for
  124331. * @returns the eye parameters
  124332. */
  124333. getEyeParameters(whichEye: string): VREyeParameters;
  124334. /**
  124335. * Populates the passed VRFrameData with the information required to render
  124336. * the current frame.
  124337. * @param frameData Define the data structure to populate
  124338. * @returns true if ok otherwise false
  124339. */
  124340. getFrameData(frameData: VRFrameData): boolean;
  124341. /**
  124342. * Get the layers currently being presented.
  124343. * @returns the list of VR layers
  124344. */
  124345. getLayers(): VRLayer[];
  124346. /**
  124347. * Return a VRPose containing the future predicted pose of the VRDisplay
  124348. * when the current frame will be presented. The value returned will not
  124349. * change until JavaScript has returned control to the browser.
  124350. *
  124351. * The VRPose will contain the position, orientation, velocity,
  124352. * and acceleration of each of these properties.
  124353. * @returns the pose object
  124354. */
  124355. getPose(): VRPose;
  124356. /**
  124357. * Return the current instantaneous pose of the VRDisplay, with no
  124358. * prediction applied.
  124359. * @returns the current instantaneous pose
  124360. */
  124361. getImmediatePose(): VRPose;
  124362. /**
  124363. * The callback passed to `requestAnimationFrame` will be called
  124364. * any time a new frame should be rendered. When the VRDisplay is
  124365. * presenting the callback will be called at the native refresh
  124366. * rate of the HMD. When not presenting this function acts
  124367. * identically to how window.requestAnimationFrame acts. Content should
  124368. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124369. * asynchronously from other displays and at differing refresh rates.
  124370. * @param callback Define the eaction to run next frame
  124371. * @returns the request handle it
  124372. */
  124373. requestAnimationFrame(callback: FrameRequestCallback): number;
  124374. /**
  124375. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124376. * Repeat calls while already presenting will update the VRLayers being displayed.
  124377. * @param layers Define the list of layer to present
  124378. * @returns a promise to know when the request has been fulfilled
  124379. */
  124380. requestPresent(layers: VRLayer[]): Promise<void>;
  124381. /**
  124382. * Reset the pose for this display, treating its current position and
  124383. * orientation as the "origin/zero" values. VRPose.position,
  124384. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124385. * updated when calling resetPose(). This should be called in only
  124386. * sitting-space experiences.
  124387. */
  124388. resetPose(): void;
  124389. /**
  124390. * The VRLayer provided to the VRDisplay will be captured and presented
  124391. * in the HMD. Calling this function has the same effect on the source
  124392. * canvas as any other operation that uses its source image, and canvases
  124393. * created without preserveDrawingBuffer set to true will be cleared.
  124394. * @param pose Define the pose to submit
  124395. */
  124396. submitFrame(pose?: VRPose): void;
  124397. }
  124398. declare var VRDisplay: {
  124399. prototype: VRDisplay;
  124400. new(): VRDisplay;
  124401. };
  124402. interface VRLayer {
  124403. leftBounds?: number[] | Float32Array | null;
  124404. rightBounds?: number[] | Float32Array | null;
  124405. source?: HTMLCanvasElement | null;
  124406. }
  124407. interface VRDisplayCapabilities {
  124408. readonly canPresent: boolean;
  124409. readonly hasExternalDisplay: boolean;
  124410. readonly hasOrientation: boolean;
  124411. readonly hasPosition: boolean;
  124412. readonly maxLayers: number;
  124413. }
  124414. interface VREyeParameters {
  124415. /** @deprecated */
  124416. readonly fieldOfView: VRFieldOfView;
  124417. readonly offset: Float32Array;
  124418. readonly renderHeight: number;
  124419. readonly renderWidth: number;
  124420. }
  124421. interface VRFieldOfView {
  124422. readonly downDegrees: number;
  124423. readonly leftDegrees: number;
  124424. readonly rightDegrees: number;
  124425. readonly upDegrees: number;
  124426. }
  124427. interface VRFrameData {
  124428. readonly leftProjectionMatrix: Float32Array;
  124429. readonly leftViewMatrix: Float32Array;
  124430. readonly pose: VRPose;
  124431. readonly rightProjectionMatrix: Float32Array;
  124432. readonly rightViewMatrix: Float32Array;
  124433. readonly timestamp: number;
  124434. }
  124435. interface VRPose {
  124436. readonly angularAcceleration: Float32Array | null;
  124437. readonly angularVelocity: Float32Array | null;
  124438. readonly linearAcceleration: Float32Array | null;
  124439. readonly linearVelocity: Float32Array | null;
  124440. readonly orientation: Float32Array | null;
  124441. readonly position: Float32Array | null;
  124442. readonly timestamp: number;
  124443. }
  124444. interface VRStageParameters {
  124445. sittingToStandingTransform?: Float32Array;
  124446. sizeX?: number;
  124447. sizeY?: number;
  124448. }
  124449. interface Navigator {
  124450. getVRDisplays(): Promise<VRDisplay[]>;
  124451. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124452. }
  124453. interface Window {
  124454. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124455. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124456. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124457. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124458. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124459. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124460. }
  124461. interface Gamepad {
  124462. readonly displayId: number;
  124463. }
  124464. type XRSessionMode =
  124465. | "inline"
  124466. | "immersive-vr"
  124467. | "immersive-ar";
  124468. type XRReferenceSpaceType =
  124469. | "viewer"
  124470. | "local"
  124471. | "local-floor"
  124472. | "bounded-floor"
  124473. | "unbounded";
  124474. type XREnvironmentBlendMode =
  124475. | "opaque"
  124476. | "additive"
  124477. | "alpha-blend";
  124478. type XRVisibilityState =
  124479. | "visible"
  124480. | "visible-blurred"
  124481. | "hidden";
  124482. type XRHandedness =
  124483. | "none"
  124484. | "left"
  124485. | "right";
  124486. type XRTargetRayMode =
  124487. | "gaze"
  124488. | "tracked-pointer"
  124489. | "screen";
  124490. type XREye =
  124491. | "none"
  124492. | "left"
  124493. | "right";
  124494. interface XRSpace extends EventTarget {
  124495. }
  124496. interface XRRenderState {
  124497. depthNear?: number;
  124498. depthFar?: number;
  124499. inlineVerticalFieldOfView?: number;
  124500. baseLayer?: XRWebGLLayer;
  124501. }
  124502. interface XRInputSource {
  124503. handedness: XRHandedness;
  124504. targetRayMode: XRTargetRayMode;
  124505. targetRaySpace: XRSpace;
  124506. gripSpace: XRSpace | undefined;
  124507. gamepad: Gamepad | undefined;
  124508. profiles: Array<string>;
  124509. }
  124510. interface XRSession {
  124511. addEventListener: Function;
  124512. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  124513. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  124514. requestAnimationFrame: Function;
  124515. end(): Promise<void>;
  124516. renderState: XRRenderState;
  124517. inputSources: Array<XRInputSource>;
  124518. }
  124519. interface XRReferenceSpace extends XRSpace {
  124520. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  124521. onreset: any;
  124522. }
  124523. interface XRFrame {
  124524. session: XRSession;
  124525. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  124526. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  124527. }
  124528. interface XRViewerPose extends XRPose {
  124529. views: Array<XRView>;
  124530. }
  124531. interface XRPose {
  124532. transform: XRRigidTransform;
  124533. emulatedPosition: boolean;
  124534. }
  124535. declare var XRWebGLLayer: {
  124536. prototype: XRWebGLLayer;
  124537. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  124538. };
  124539. interface XRWebGLLayer {
  124540. framebuffer: WebGLFramebuffer;
  124541. framebufferWidth: number;
  124542. framebufferHeight: number;
  124543. getViewport: Function;
  124544. }
  124545. interface XRRigidTransform {
  124546. position: DOMPointReadOnly;
  124547. orientation: DOMPointReadOnly;
  124548. matrix: Float32Array;
  124549. inverse: XRRigidTransform;
  124550. }
  124551. interface XRView {
  124552. eye: XREye;
  124553. projectionMatrix: Float32Array;
  124554. transform: XRRigidTransform;
  124555. }
  124556. interface XRInputSourceChangeEvent {
  124557. session: XRSession;
  124558. removed: Array<XRInputSource>;
  124559. added: Array<XRInputSource>;
  124560. }